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THANKS
Adam Koebel, Adam Minnie, Alex Crossley, Andrew Shields, Anthony urner, urner, Asteyni,
Blake Hutchins, Brandon Amancio, Brandon
Brandon Hilliard, Brendan Adkins, Chris Bennett,
Clinton Dreisbach, Daniel Levine, Dave urner, Duamn Figueroa, Ed Ouellette, Eric
Levanduski, Fred Hicks, Greg Stolze, J.P.
J.P. Glover, Jack Conte, James Stuart, Jared Sorensen,
Jason Morningstar, Jeannie Harper, John ynes, Johnstone Metzger, Jonathan weet,
Jonathan Walton, Josephe Vandel, Kelsa, Kieran Magill, Kim Dachtler, Kira Magrann,
Larissa Barth, Leonard Balsera, Les Hilliard, Luke Crane, Mark Diaz ruman, Mark
Griffin, Matthew Gagan, Michael Atlin, Michael Prescott, Mike Pureka, Nadja Otikor,
Nathan Roberts, Neil Smith, Oliver Granger, Paul, Paul Riddle, Peter Adkison, Rachael
Storey Burke, Rachel Martin, Rachel Walton, Radek Drozdalski, Rob Donoghue, Robin
Laws, Sage La
La orra, Sara Williamson, Sean Winslow,
Winslow, Shannon Riddle, Stephen Shapiro,
Steve Harper, Steve Nix, Steve Sechi, Steve Segedy, Tor Olavsrud, om Dachtler, om
Richardson, ravis Stout, Vasco Brown, Wesley Flowers, Will Scott, Zane Mankowski.
Additional Fee dback & Proofing: Adam Sexton, Alex Blue, Andrew Shields, Arne
Additional Feedback
Jamtgaard, Aske Lindved, Ben Scerri, Benjamin Liepis, Brian Pullam, Bryan Lotz,
C.R. Harper, Carl Leonardsson, Carsten Bärmann, Chris Pipinou, Christopher Slier,
Craig Reeder, Daniele Di Rubbo, David Barrena, Haakon Olav Tunestvedt, Jack Shear,
Jamarr P, Jamie Collette, Jason Eley, Jason Kottler, Jason Puckett, Jens Brandmeier,
Joerg Mintel, Johan Nilsson, John Dornberger, Jordan Lessing, Kai ave, Kevin Denehy,
Kevin Heckman, Lukas Myhan, Michael Pureka, Michael Sands, Nathan Black, Oliver
Granger, Paul Drussel, Rouser Voko,
Voko, S. C. Israel, Slade, SlyBebop,
SlyB ebop, Stean Struck, Stras
Acimovic, roy Ellis, Wojciech “Onslo” Chelstowski, Zanakai, Zeke Mystique.
My fellow “thiefy game” designers: Vincent Baker, Will Hindmarch, Harvey Smith,
and Matt Snyder.
Te cataclysmic three: Allison Arth, Keith Anderson, and Mike Standish. Tanks
or destroying the world.
Te original scoundrels: Ryan Dunleavy, Dylan Green, Zane Mankowski, and Ed
Ouellette. Tis game design wouldn’t have survived without you.
Te dynamic duo: Stras Acimovic and Sean Nittner. You made this game so much
better than I could have alone. Tank you so much or your insight and riendship.
ACKNOWL
ACK NOWLEDGM
EDGMENTS
ENTS
Several designs influenced Blades in the Dark in
Dark in various ways. Tis game would not
exist without them.
Apocal
Apocalypse
ypse World , by D. Vincent Baker and Stars Without Number and and Other Dust, by
by
Meguey Baker. Dogs in the Vineyard and and Kevin Craword.
Te Sundered Land by by D. Vincent Baker. Night Witches,
Witches, by Jason Morningstar.
he Shadow o Yesterday , by Clinton alislanta,
alislanta, by Stephan
Stephan Michael Sechi.
Dreisbach. Fate,
Fate, by Rob Donoghue, Fred Hicks,
Te Burning Wheel and Mouse
and Mouse Guard
Guard , by Leonard Balsera, et al.
Luke Crane, et al. Tie (series)
(series) and Dishonored (series),
(series), by
Dream Askew,
Askew, Monsterhearts,
Monsterhearts , and Te Harvey Smith, et al.
Quiet Year , by Avery Alder. Fallout: New Vegas,
egas, by Josh Sawyer, John
Tou Art But a Warrior , by Anna Kreider. R. Gonzalez, Charles Staples, et al.
Bliss Stage and
Stage and Polaris,
Polaris, by Ben Lehman.
contents
ADVANCED ABILITIES
THE SHATTERED ISLES 308
& PERMISSIONS ....................... 234
DOSKVOL 237
Te Dark Jewel O Akoros................ 237
A Brie History O Doskvol.............. 238
Cultures............................................... 239
Languages ........................................... 239
Lights In Te Darkness ..................... 240
Weather, Calendar, & Seasons ......... 245
Law & Order....................................... 248
Te Underworld ................................ 250
Academia ............................................ 251
Te Haunted City .............................. 252
DOSKVOL MAP......................... 254
Landmarks .......................................... 255
Districts............................................... 255
Barrowclef ......................................... 256
Brightstone ......................................... 258
Charhollow ......................................... 260
Charterhall ......................................... 262
CHAPTER 1
the basics
THE GAME
Blades in the Dark is a game about a group o daring scoundrels building a
criminal enterprise on the haunted streets o an industrial-antasy city. Tere
are heists, chases, escapes, dangerous bargains, bloody skirmishes, deceptions,
betrayals, victories, and deaths.
We play to find out i the fledgling crew can thrive amidst the teeming threats o
rival gangs, powerul noble amilies, vengeul ghosts, the Bluecoats o the City
Watch, and the siren song o the scoundrels’ own vices.
THE SETTING
Te game takes place in the cold, oggy city o Doskvol (aka Duskwall or “the
Dusk”). It’s industrial in its development. Imagine a world like ours during the
second industrial revolution o the 1870s—there are trains, steam-boats, printing
presses, simple electrical technology, carriages, and the black smog o chimney
smoke everywhere. Doskvol is something like a mashup o Venice, London, and
Prague. It’s crowded with row-houses, twisting streets, and criss-crossed with
hundreds o little waterways and bridges.
Te city is also a antasy . Te world is in perpetual darkness and haunted by
ghosts—a result o the cataclysm that shattered the sun and broke the Gates
o Death a thousand years ago. Te cities o the empire are each encircled by
crackling lightning towers to keep out the vengeul spirits and twisted horrors
o the deathlands. o power these massive barriers, the titanic metal ships o
the leviathan hunters are sent out rom Doskvol to extract electroplasmic blood
rom massive demonic terrors upon the ink-dark Void Sea.
You’re in a haunted Victorian-era city trapped inside a wall o lightning powered
by demon blood.
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1
THE PLAYERS
Each player creates a character and works with the other players to create the crew
to which their characters belong. Each player strives to bring their character to
lie as an interesting, daring scoundrel who reaches boldly beyond their current
saety and means. Tis is the players’ core responsibility : they engage with
the premise o the game, seeking out interesting opportunities or crime in the
haunted city—taking big risks against powerul oes and sending their characters
into danger.
Te players work together with the Game Master to establish the tone and style o
the game by making judgment calls about the mechanics, dice, and consequences
o actions. Te players take responsibility as co-authors o the game with the GM.
For more, see Players Best Practices , page 182.
THE CHARACTERS
Te scoundrels attempt to develop their crew rom a ragtag group o poor independents
to a serious criminal organization with established tur. Tey do this by taking illegal
jobs rom clients, planning their own devious missions, making alliances, destroying
their enemies, and trying to stay one step ahead o the law. Tere are several character
types to choose rom, each representing a different style o scoundrel:
C������ are intimidating fighters. L���� are stealthy infiltrators.
H����� are deadly sharpshooters S����� are manipulators and spies.
and trackers. S������ are devious masterminds.
L������ are tinkerers, alchemists, W������� are arcane adepts.
and saboteurs.
Character types aren’t unique. You can mix and match, or play a crew that is all
o one type. It’s up to you. For more, see Character Creation, page 51.
THE CREW
In addition to creating scoundrel characters, you’ll also create the crew by
choosing which type o criminal enterprise you’re interested in exploring. Te
crew gets its own “character sheet,” just like a player character.
A�������� are killers or hire. H������ sell illegal products.
A C��� serves a orgotten god. S�������� transport contraband.
B����� are thugs and extortionists. S������ are thieves and spies.
Te crew type isn’t restrictive (you can pursue a variety o activities); it’s there to
help ocus the game play. For more on crews, see page 91.
2
1
3
1
What the other players will need to do, though, is buy into the idea o the game.
ell them it’s a game about daring scoundrels in a haunted industrial-antasy
city. Mention a ew touchstones that they’re amiliar with (see the list below).
“It’s kind o like Peaky Blinders, but there’s also some weird magical stuff and
ghosts.” I their eyes haven’t lit up yet, maybe this game isn’t going to click with
them. Tat’s fine. You can always play a different game with that person some
other time. You want to have ull buy-in rom your players.
Read through the Starting Situation again (page 204) and get a good handle
on the important actions involved, what they want, who runs them. Or, eel
ree to make up your own starting situation—just enough to throw the group
into an interesting circumstance right out o the gate. You don’t want everyone
sitting there, excited to play, and then say, “So... what do you want to do first?”
Te starting situation keeps the momentum high at the beginning.
For more, see Starting the Game, page 201.
TOUCHSTONES
When you’re pitching the game to prospective players, here are some media
touchstones you can use to relate the game to stuff with which they’re already
amiliar.
V: Peaky Blinders, by Steven Knight et al. Te Wire, by David Simon et al.
Spartacus (particularly season two) by Steven S. DeKnight et al. Narcos, by Chris
Brancato, Carlo Bernard, and Doug Miro, et al.
B����: Te Vlad altos novels ( Jhereg , etc.), by Steven Brust. Te stories o
Fafrd and the Grey Mouser , by Fritz Leiber. Te Lies of Locke Lamora, by
Scott Lynch. Best Served Cold , by Joe Abercrombie.
V���� G����: Tief: Te Dark Project and its sequels, by Looking Glass Studios.
Te Dishonored series, by Arkane Studios. Bloodborne by Hidetaka Miyazaki
and From Sofware.
F����: Crimson Peak , by Guillermo del oro. Gangs of New York , by Martin
Scorsese. Ronin, by John Frankenheimer. Heat and Tief , by Michael Mann.
����� ����
“Furnace Room Lullaby” by Neko Case.
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5
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JUDGMENT CALLS
Since roleplaying is a collaborative, expressive act, not a purely strategic endeavor,
you’ll need to make judgment calls. By making these choices, the game group
together establishes a style, tone, and orm o fiction unique to their instance o
play. Blades in the Dark is designed to bring these judgment calls to the oreront
and make them explicit tools o the game.
When you play, you’ll make several key judgment calls. Everyone contributes,
but either the players or the GM gets final say or each:
Which actions are reasonable as a solution to a problem? Can this person be
swayed? Must we get out the tools and tinker with this old rusty lock, or could
it also be quietly finessed? Te players have final say.
How dangerous and how effective is a given action in this circumstance? How risky
is this? Can this person be swayed very little or a whole lot? Te GM has final say.
Which consequences are inflicted to maniest the dangers in a given
circumstance? Does this all rom the roo break your leg? Do the Bluecoats merely
become suspicious or do they already have you trapped? Te GM has final say.
Does this situation call or a dice roll, and which one? Is your scoundrel in
position to make an action roll or must they first make a resistance roll to gain
initiative? Te GM has final say.
Which events in the story match the experience triggers or character and
crew advancement? Did you express your character’s belies, drives, heritage,
or background? You tell us. Te players have final say.
Te particular choices you make will create your own unique orm o Blades in
the Dark. You’ll say something about the world and the characters, about crime
fiction, and even about the human condition. What will you say? Tere’s only
one way to find out.
6
1
7
1
8
1
E
free play R
U
T
Character Scenes C
U
Actions & Consequences R
T
Gather Inormation S
E
M
A
Choose a arget G
E
H
Choose a Plan T
downtime
Payoff, Heat, Entanglements
Downtime Activities
Return to Free Play
Engagement
Roll
score
Actions & Consequences
Flashbacks
9
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actions & attributes
ACTION RATINGS
Tere are 12 actions in the game that the player characters use A�����
to overcome obstacles (see the list at right). C������
Each action has a rating (rom zero to 4) that tells you how many C������
dice to roll when you perorm that action. Action ratings don’t F������
just represent skill or training—you’re ree to describe how your
H���
character perorms that action based on the type o person they
are. Maybe your character is good at C������ because they P����
have a scary stillness to them, while another character barks S�������
orders and intimidates people with their military bearing. S����
You choose which action to perorm to overcome an obstacle, by S�����
describing what your character does. Actions that are poorly suited S���
to the situation may be less effective and may put the character
T�����
in more danger, but they can still be attempted. Usually, when
you perorm an action, you’ll make an action roll to see how it W����
turns out.
ACTION ROLL
You make an action roll when your character does something potentially
dangerous or troublesome. Te possible results o the action roll depend on
your character’s position. Tere are three positions: controlled, risky , and
desperate . I you’re in a controlled position, the possible consequences are less
serious. I you’re in a desperate position, the consequences can be severe. I you’re
somewhere in between, it’s risky —usually considered the “deault” position or
most actions.
For details on Action Rolls, see page 18.
I there’s no danger or trouble at hand, you don’t make an action roll. You might
make a ortune roll (page 34) or a downtime roll (page 153) or the GM will
simply say yes—and you accomplish your goal.
ATTRIBUTE RATINGS
Tere are three attributes in the game system that the player I������
characters use to resist bad consequences: I������, P������, P������
and R������. Each attribute has a rating (rom zero to 4) that
R������
tells you how many dice to roll when you use that attribute.
Te rating or each attribute is equal to the number o dots in the first column
under that attribute (see the examples, at right). Te more well-rounded your
character is with a particular set o actions, the better their attribute rating.
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RESISTANCE ROLL
Each attribute resists a different type o danger. I you get stabbed, or example,
you resist physical harm with your P������ rating. Resistance rolls always
succeed—you diminish or deflect the bad result—but the better your roll, the
less stress it costs to reduce or avoid the danger.
When the enemy has a big advantage, you’ll need to make a resistance roll beore S
E
you can take your own action. For example, when you duel the master sword- T
U
fighter, she disarms you beore you can strike. You need to make a resistance B
I
roll to keep hold o your blade i you want to attack her. Or perhaps you ace a R
T
powerul ghost and attempt to A����� with it to control its actions. But beore T
you can make your own roll, you must resist possession rom the spirit. A
&
Te GM judges the threat level o the enemies and uses these “preemptive” S
N
resistance rolls as needed to reflect the capabilities o especially dangerous oes. O
I
T
For details on Resistance Rolls, see page 32. C
A
������
������
��������
�����
resolve
������
�������
�������
����
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stress & trauma
STRESS
Player characters in Blades in the Dark have a special reserve o ortitude and
luck called stress. When they suffer a consequence that they don’t want to accept,
they can take stress instead. Te result o the resistance roll (see page 32) A
determines how much stress it costs to avoid a bad outcome. M
U
During a knie fight, Daniel’s character, Cross, gets stabbed in the chest. Daniel A
R
rolls his P������ rating to resist, and gets a �. It costs 6 stress, minus 2 (the T
result o the resistance roll) to resist the consequences. Daniel marks off 4 stress &
S
and describes how Cross survives. S
E
Te GM rules that the harm is reduced by the resistance roll, but not avoided R
T
entirely. Cross suffers level 2 harm (“Chest Wound”) instead o level 3 harm S
(“Punctured Lung”).
PUSHING YOURSELF
You can use stress to push yoursel or greater perormance. For each bonus you
choose below, take 2 stress (each can be chosen once or a given action):
Add +1d to your roll. (Tis may be used or an action roll or downtime roll
or any other kind o roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
ake action when you’re incapacitated. (See Consequences, page 30)
Te ability to push yoursel or +1d means you effectively have at least 1d in
every action as long as you have stress to burn. Even 1d gives you a 50/50 chance
o success. Tis is the core “scoundrel’s luck” in the game system. Even when
you’re in a bad spot, trying to do something or which you have no experience
or training, you can dig deep and give yoursel a chance. (A much better chance
than rolling 2d and taking the lowest when you have zero dots.)
It’s important to remember this! Some players tend to orget and dismiss actions
or which they have zero dots. “Nah, I can’t do that. I don’t have Attune. I’d have
to roll 2d and take the worst. Ugh.” As long as you have stress to burn, you can
get 1d and give any action a decent shot.
TRAUMA
When a PC marks their last stress box, they suffer a level o ������. When you
take ������, circle one o your trauma conditions like Cold , Reckless, Unstable,
etc. Tey’re all described on the next page.
When you suffer ������, you’re taken out o action. You’re “lef or dead” or
otherwise dropped out o the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been
satisfied or the next downtime (see Vice on page 156).
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rauma conditions are permanent . Your character acquires the new personality
quirk indicated by the condition, and can earn xp by using it to cause trouble.
When you mark your fourth trauma condition , your character cannot continue
as a daring scoundrel. You must retire them to a different lie or send them to
prison to take the all or the crew’s ������ �����. (See Retirement, page
43 and Incarceration, page 148).
������ ����������
C���: You’re not moved by emotional appeals or social bonds.
H������: You’re ofen lost in reverie, reliving past horrors, seeing things.
O������� : You’re enthralled by one thing: an activity, a person, an ideology.
P�������: You imagine danger everywhere; you can’t trust others.
R�������: You have little regard or your own saety or best interests.
S���: You lose your edge; you become sentimental, passive, gentle.
U�������: Your emotional state is volatile. You can instantly rage, or all into
despair, act impulsively, or reeze up.
V������: You seek out opportunities to hurt people, even or no good reason.
You can play your trauma conditions as much or as little as you like. Tey can
totally transorm your character’s persona or have only a small impact—it’s up
to you. I you do play them strongly, though, allowing a trauma condition to
complicate your character’s lie, you earn xp or it. (See Advancement, page 48.)
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progress clocks
A progress clock is a circle divided into segments (see examples
at right). Draw a progress clock when you need to track ongoing
effort against an obstacle or the approach o impending trouble.
Sneaking into the Bluecoat Watch tower? Make a clock to track S
the alert level o the patrolling guards. When the PCs suffer K
C
consequences rom partial successes or missed rolls, fill in segments O
L
on the clock until the alarm is raised. C
S
S
Generally, the more complex the problem, the more segments in E
the progress clock. R
G
O
A complex obstacle is a 4-segment clock. A more complicated R
obstacle is a 6-clock. A daunting obstacle is an 8-segment clock. P
Te effect level o an action or circumstance is used to tick segments on a clock
(see Effect Levels, page 24). It’s the GM’s job to tick a clock so it reflects the
fictional situation. I the PCs are making a lot o progress, the clock should be
ticked a lot. Tis comes with practice, by properly judging effect levels. But you
should always eel ree to adjust a clock in play to better reflect the situation.
You can’t usually fill a clock with the effect o a single action. Tis is by design.
I a situation is simple enough or one action, don’t make a clock, just judge the
outcome based on the effect level o the action.
When you create a clock, make it about the obstacle, not the method. Te clocks
or an infiltration should be “Interior Patrols” and “Te ower,” not “Sneak Past
the Guards” or “Climb the ower.” Te patrols and the tower are the obstacles—
the PCs can attempt to overcome them in a variety o ways.
Complex enemy threats can be broken into several “layers,” each with its own
progress clock. For example, the Lampblacks’ HQ might have a “Perimeter
Security” clock, an “Interior Guards” clock, and a “Bazso’s Office Security” clock.
Te crew would have to make their way through all three layers to reach Bazso’s
personal sae and the whiskey collection within.
Remember that a clock tracks progress. It reflects the fictional situation, so the
group can gauge how they’re doing. A clock is like a speedometer in a car. It
shows the speed o the vehicle—it doesn’t determine the speed.
������ ���������
Not every situation and obstacle requires a clock. Use clocks when a situation
is complex or layered and you need to track something over time—otherwise,
resolve the result o an action with a single roll.
Examples o progress clocks ollow. Tis is not an exhaustive list. Use them as
you see fit!
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������ ������
Te GM can use a clock to represent a progressive danger, like suspicion growing
during a seduction, the proximity o pursuers in a chase, or the alert level o
guards on patrol. In this case, when a complication occurs, the GM ticks one, two,
or three segments on the clock, depending on the consequence level. When the
clock is ull, the danger comes to ruition—the guards hunt down the intruders,
activate an alarm, release the hounds, etc. (See Consequences, page 30.)
������ ������
Create two opposed clocks to represent a race. Te PCs might have a progress
clock called “Escape” while the Bluecoats have a clock called “Cornered.” I the
PCs finish their clock beore the Bluecoats fill theirs, they get away. Otherwise,
they’re cornered and can’t flee. I both complete at the same time, the PCs escape
to their lair, but the hunting Bluecoats are outside!
You can also use racing clocks or an environmental hazard. Maybe the PCs are
trying to complete the “Search” clock to find the lockbox on the sinking ship
beore the GM fills the “Sunk” clock and the vessel goes down.
������ ������
You can make a clock that unlocks another clock once it’s filled. For example, the
GM might make a linked clock called “rapped” afer an “Alert” clock fills up.
When you fight a veteran warrior, she might have a clock or her “Deense” and
then a linked clock or “Vulnerable.” Once you overcome the “Deense” clock,
then you can attempt to overcome the “Vulnerable” clock and deeat her. You
might affect the “Deense” clock with violence in a knie-fight, or you lower her
deense with deception i you have the opportunity. As always, the method o
action is up to the players and the details o the fiction at hand.
������� ������
Te GM can make a clock or a time-sensitive mission, to represent the window
o opportunity you have to complete it. I the countdown runs out, the mission is
scrubbed or changes—the target escapes, the household wakes up or the day, etc.
���-��-��� ������
You can make a clock that can be filled and emptied by events, to represent a
back-and-orth situation. You might make a “Revolution!” clock that indicates
when the reugee Skovlanders start to riot over poor treatment in Doskvol. Some
events will tick the clock up and some will tick it down. Once it fills, the revolution
begins. A tug-o-war clock is also perect or an ongoing tur war between two
crews or actions.
����-���� �������
Some projects will take a long time. A basic long-term project (like tinkering
up a new eature or a device) is eight segments. ruly long-term projects (like
creating a new designer drug) can be two, three, or even our clocks, representing
all the phases o development, testing, and final completion. Add or subtract
clocks depending on the details o the situation and complexity o the project.
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A long-term project is a good catch-all or dealing with any unusual player goal,
including things that circumvent or change elements o the mechanics or the setting.
For example, by deault in the game, ������ is permanent. But maybe a player
wants to work on a project where they create a device to draw traumatic spirit-
energies into the ghost field, thus reducing a character’s ������ and unleashing
a storm o enraged ghosts in the area. It will be a long and dangerous process to set
up everything needed to begin and work on a project like this, but almost anything
S
can be attempted as long as the group is interested and it seems easible to everyone. K
C
������� ������ O
L
Each action has a long-term goal (see the action write-ups, starting on page C
S
283). When the PCs have downtime (page 145), the GM ticks orward the S
E
action clocks that they’re interested in. In this way, the world around the PCs R
G
is dynamic and things happen that they’re not directly connected to, changing O
the overall situation in the city and creating new opportunities and challenges. R
P
Te PCs may also directly affect NPC action clocks, based on the missions
and scores they pull off. Discuss known action projects that they might aid or
interere with, and also consider how a PC operation might affect the NPC clocks,
whether the players intended it or not.
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action roll
When a player character does something challenging, we make an action roll
to see how it turns out. An action is challenging i there’s an obstacle to the PC’s
goal that’s dangerous or troublesome in some way. We don’t make an action roll
unless the PC is put to the test. I their action is something that we’d expect them
to simply accomplish, then we don’t make an action roll.
Each game group will have their own ideas about what “challenging” means. Tis
is good! It’s something that establishes the tone and style o your Blades series.
o make an action roll, we go through six steps. In play, they flow together
somewhat, but let’s break each one down here or clarity.
�. Te player states their goal or the action.
�. Te player chooses the action rating .
�. Te GM sets the position or the roll.
�. Te GM sets the effect level or the action.
�. Add bonus dice.
�. Te player rolls the dice and we judge the result.
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1
L
L
O
R
N
O
I
T
C
A
By default, an action roll is risky. You wouldn’t be rolling i there was no risk
involved. I the situation seems more dangerous, make it desperate. I it seems
less dangerous, make it controlled.
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1
Choosing the position is an important judgment call and stylistic choice or your
game. More controlled action rolls mean generally saer and more dominant
scoundrels. More desperate action rolls give the game a gritty, underdog kind o
eel. Tere’s no ironclad rule about how to choose positions. It’s meant to be an
expressive element o the game. Make the choice that eels right to you and the rest o
the group. I you’re ever unsure about which position to pick, ask the other players.
As a player, i you’re angling or a particular position, ask the GM what you might
do to get it, or ask them to clariy the situation to explain their choice.
“It’s risky? I was thinking it’d be controlled. I know this barkeep is supposed to
be a tough old buzzard, but he’s not a real threat to me, is he?”
“No, I think the danger is in the situation instead. You’re out in the common
room in ront o everyone, ordering the barkeep to hand over the protection
money that he’s supposed to pay the Grinders. Who knows i someone in the
room might decide to step up and play hero, or to get on the Grinders’ good
side? It’s an uncertain environment. Maybe i you conront the guy alone, that’s
more o a controlled position or you. Or maybe i you bring the gang with you
and make a show o orce in ront o everyone.”
As GM, you have final say over the position or the roll, but explain and clariy things
as needed, especially when you’re starting out. By discussing the position (and how
it might be better or worse) you’ll help everyone build a better view o the fictional
situation in their minds’ eye and get on the same page about the tone o the game.
You’ll also set precedents that the players can build on to make better decisions
in the uture. “Ah, so we got a controlled C������ roll when we wined and dined
them and showed them how riendly we are. Noted.”
20
1
21
1
22
1
ACTION ROLL
1d or each A����� ����������
rating dot. You act on your terms. You exploit a dominant advantage.
C�������: You do it with increased effect.
+ +1d i you have
A���������. �: You do it.
�/�: You hesitate. Withdraw and try a different
+1d i you P��� approach, or else do it with a minor consequence: a L
+ L
yoursel -��- you minor complication occurs, you have reduced effect, O
accept a D����’� you suffer lesser harm, you end up in a risky position. R
N
B������. �-�: You falter. Press on by seizing a risky opportunity, O
I
T
or withdraw and try a different approach. C
A
�����
You go head to head. You act under fire. You take a chance.
C�������: You do it with increased effect.
�: You do it.
�/�: You do it, but there’s a consequence: you suffer
harm, a complication occurs, you have reduced
effect, you end up in a desperate position.
�-�: Things go badly. You suffer harm, a
complication occurs, you end up in a desperate
position, you lose this opportunity .
���������
You overreach your capabilities. You’re in serious trouble.
C�������: You do it with increased effect.
�: You do it.
�/�: You do it, but there’s a consequence: you suffer
severe harm, a serious complication occurs, you
have reduced effect.
�-�: It’s the worst outcome. You suffer severe
harm, a serious complication occurs, you lose this
opportunity for action.
DOUBLE-DUTY ROLLS
Since NPCs don’t roll or their actions, an action roll does double-duty: it resolves
the action of the PC as well as any NPCs that are involved . Te single roll tells
us how those actions interact and which consequences result. On a �, the PC wins
and has their effect. On a �/�, it’s a mix—both the PC and the NPC have their
effect. On a �-�, the NPC wins and has their effect as a consequence on the PC.
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effect
In Blades in the Dark, you achieve goals by taking actions and acing consequences.
But how many actions does it take to achieve a particular goal? Tat depends on
the effect level o your actions. Te GM judges the effect level using the profiles
below. Which one best matches the action at hand—great, standard, or limited?
Each effect level indicates the questions that should be answered or that effect,
as well as how many segments to tick i you’re using a progress clock .
������ ������ �����
You achieve more than usual. How does the extra effort
great maniest? What additional benefit do you enjoy? 3
ASSESSING FACTORS
o assess effect level, first start with your gut eeling, given this situation. Ten,
i needed, assess three actors that may modiy the effect level: potency , scale,
and quality . I the PC has an advantage in a given actor, consider a higher effect
level. I they have a disadvantage, consider a reduced effect level.
�������
Te potency actor considers particular weaknesses, taking extra time or a bigger
risk, or the influence o arcane powers. Te electrical discharge o a lightning
hook is potent against a ghost. Te supernatural powers o a ghost are potent
against a human. An infiltrator is more potent i all the lights are extinguished
and they move about in the dark.
������� / ����
Quality represents the effectiveness o tools, weapons, or other resources, usually
summarized by ier. Fine items count as +1 bonus in quality, stacking with ier.
Arlyn is picking the lock to a saehouse run by the Circle o Flame. Her crew
is ier I and she has fine lockpicks—so she’s effectively ier II. Te Circle are
ier III. Arlyn is outclassed in quality, so her effect will be limited on the lock.
�����
Scale represents the number o opponents, size o an area covered, scope o
influence, etc. Larger scale can be an advantage or disadvantage depending on
the situation. In battle, more people are better. When infiltrating, more people
are a hindrance.
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When considering actors, effect level might be reduced below limited, resulting
in zero effect—or increased beyond great, resulting in an extreme effect.
I a PC special ability gives “+1 effect,” it comes into play afer the GM has assessed
the effect level. For example, i you ended up with zero effect, the +1 effect bonus
rom your Cutter’s B�������� ability would bump them up to limited effect.
Also, remember that a PC can push themselves (take 2 stress) to get +1 effect
on their action. See page 13.
For a master table o actor examples, see Magnitude on page 220. Every actor
won’t always apply to every situation. You don’t have to do an exact accounting T
C
every time, either. Use the actors to help you make a stronger judgment call— E
F
don’t eel beholden to them. F
E
DOMINANT FACTORS
I one effect actor overshadows the others, the side with that advantage dominates
the situation. It doesn’t matter i you have a fine sword and extra effect i you try to
fight 20 people at once. Teir scale dominates the battle and you’re lef with very
limited effect, or no effect at all. Te same principle applies to “impossible” actions.
Una wants to tear down a stone guard tower that the Silver Nails are using
as a lair. She says, “I take my sledgehammer over there and I Wreck the thing,
smashing it down stone by stone. Ha! I rolled a crit! Great effect!” Obviously, this
isn’t possible. A person can’t smash down a stone tower with a sledgehammer.
We know it’s inherently silly, like jumping over the moon. But this is also codified
in the effect actors. Te tower is dominant in quality, scale, and potency.
Unless those actors are countered somehow, Una’s effect level is zero beore
she starts. No matter what she rolls or her action, she’ll have no effect. Tis
concept is useul when assessing other very tough (but achievable) situations.
Let’s imagine instead that Una is acing a demon. She wants to S������� with
it, by engaging it with her sword and dagger. Tis is similar to knocking down
the tower with the sledgehammer. Even on a �������� , the GM says, “You
manage to land a solid blow against the creature’s skull, but there’s no wound
and your hand throbs with the impact o steel against its scaly hide.” In other
words, zero effect! (On a �-� , the GM might say, “Te creature swats your sword
aside, clutches you in its hideous grip, and breaks your spine in two.” Seriously.
Don’t mess with demons.)
But this situation isn’t entirely hopeless. Tere must be some way to battle a
demon. Tis is where effect actors can help make sense o the situation. I
the demon is dominant in quality, scale, and potency, then the PCs can try to
understand the actors, and take actions to address them. What’s the demon
vulnerable to? Tey can use that to remove its potency (and seize that advantage
or themselves). What scale is it? Tey need to bring more troops. Etc.
Effect actors are a way to codiy the situation into a ew key actors so it’s
easier to talk about what needs to change in order to have the desired effect.
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1
WHY WE DO THIS
Te reason we assess effect is to set expectations and make the fictional situation
more clear, so everyone is on the same page.
You tangle with the Hive enorcer, blade to blade. Do you inflict a grievous
mortal wound? Do you only give them a shallow cut? Why are you having the
effect that you have? How could it be worse? How could it be better?
By assessing effect and describing it in the fiction, the players understand how
much progress they’re making and how much they’re risking. By understanding
effect, the group understands how many actions (and risk o consequences) will T
C
be needed to achieve their goals. Maybe a shallow cut is all you need to prove E
F
your point. Maybe nothing short o death will suffice. Afer each instance o F
action, effect, and consequences, the players know where they stand, and can E
make inormed decisions about what to do next.
I you’ve played other roleplaying games or video games, you’re probably amiliar
with the concept o “hit points” or a character or a progress bar during a boss fight.
Te effect system in Blades is this type o pacing mechanic, abstracted so it can apply
to any type o situation, rom fighting, to social manipulation, investigations, arcane
powers, infiltration, whatever! Every action has an explicit effect that everyone
playing the game can understand—either resolving the current situation so we
can move on to the next one, or incrementing progress toward the current goal.
CONSEQUENCES
When a PC suffers an effect rom an enemy or a dangerous situation, it’s called
a consequence. Consequences are the companion to effects. PCs have effect on
the world around them and they suffer consequences in return rom the risks
they ace. See page 30 or details on consequences and how they impact the
player characters.
27
1
29
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consequences & harm
Enemy actions, bad circumstances, or the outcome o R������ E�����
a roll can inflict consequences on a PC. Tere are five C�����������
types (at right).
L��� O����������
A given circumstance might result in one or more
W���� P�������
consequences, depending on the situation. Te GM
determines the consequences, ollowing rom the H���
fiction and the style and tone established by the game
group.
������� ������
Tis consequence represents impaired perormance. Te PC’s action isn’t as effective
as they’d anticipated. You hit him, but it’s only a flesh wound. She accepts the orged
invitation, but she’ll keep her eye on you throughout the night. You’re able to scale the
wall, but it’s slow going—you’re only halway up. Tis consequence essentially reduces
the effect level o the PC’s action by one afer all other actors are accounted or.
������������
Tis consequence represents trouble, mounting danger, or a new threat. Te GM
might introduce an immediate problem that results rom the action right now:
the room catches fire, you’re disarmed, the crew takes +1 ���� rom evidence
or witnesses, you lose status with a action, the target evades you and now it’s a
chase, reinorcements arrive, etc.
Or the GM might tick a clock or the complication, instead. Maybe there’s a clock
or the alert level o the guards at the manor. Or maybe the GM creates a new clock
or the suspicion o the noble guests at the masquerade party and ticks it. Fill one
tick on a clock or a minor complication or two ticks or a standard complication.
A serious complication is more severe: reinorcements surround and trap you,
the room catches fire and alling ceiling beams block the door, your weapon is
broken, the crew suffers +2 ����, your target escapes out o sight, etc. Fill three
ticks on a clock or a serious complication.
Don’t inflict a complication that negates a successul roll. I a PC tries to
corner an enemy and gets a �/�, don’t say that the enemy escapes. Te player’s
roll succeeded, so the enemy is cornered... maybe the PC has to wrestle them
into position and during the scuffle the enemy grabs their gun.
���� �����������
Tis consequence represents shifing circumstance. You had an opportunity to
achieve your goal with this action, but it slips away. o try again, you need a new
approach—usually a new orm o action or a change in circumstances. Maybe
you tried to S������� with the noble to trap her on the balcony, but she evades
your maneuver and leaps out o reach. I you want to trap her now you’ll have to
try another way—maybe by S������ her with your roguish charm.
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����� ��������
Tis consequence represents losing control o the situation—the action carries
you into a more dangerous position. Perhaps you make the leap across to the
next roofop, only to end up dangling by your fingertips. You haven’t ailed, but
you haven’t succeeded yet, either. You can try again, re-rolling at the new, worse
position. Tis is a good consequence to choose to show escalating action. A
situation might go rom controlled, to risky, to desperate as the action plays out M
R
and the PC gets deeper and deeper in trouble. A
H
,
���� S
E
Tis consequence represents a long-lasting debility (or death). When you suffer C
N
harm, record the specific injury on your character sheet equal to the level o harm E
you suffer. I you suffer lesser harm, record it in the bottom row. I you suffer U
Q
moderate harm, write it in the middle row. I you suffer severe harm, record it E
S
in the top row. See examples o harm and the harm tracker, below. N
O
Your character suffers the penalty indicated at the end o the row i any or all harm C
recorded in that row applies to the situation at hand. So, i you have “Drained”
and “Battered” harm in the bottom row, you’ll suffer reduced effect when you
try to run away rom the Bluecoats. When you’re impaired by harm in the top
row (severe harm, level 3), your character is incapacitated and can’t do anything
unless you have help rom someone else or push yourself to perorm the action.
I you need to mark a harm level, but the row is already filled, the harm moves
up to the next row above. So, i you suffered standard harm (level 2) but had
no empty spaces in the second row, you’d have to record severe harm (level 3),
instead. I you run out o spaces on the top row and need to mark harm there,
your character suffers a catastrophic, permanent consequence (loss o a limb,
sudden death, etc., depending on the circumstances).
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resistance & armor
When your PC suffers a consequence that you don’t like, you can choose to resist
it. Just tell the GM, “No, I don’t think so. I’m resisting that.” Resistance is always
automatically effective—the GM will tell you i the consequence is reduced in
severity or i you avoid it entirely. Ten, you’ll make a resistance roll to see how
much stress your character suffers as a result o their resistance.
You make the roll using one o your character’s attributes (I������, P������,
or R������). Te GM chooses the attribute, based on the nature o consequences:
I������: Consequences rom deception or understanding.
P������: Consequences rom physical strain or injury.
R������: Consequences rom mental strain or willpower.
Your character suffers 6 stress when they resist, minus the highest die result
from the resistance roll. So, i you rolled a �, you’d suffer 2 stress. I you rolled
a �, you’d suffer zero stress. I you get a �������� result, you also clear 1 stress.
Ian’s character, Silas, is in a desperate S������� with several Red Sash duelists
and one o them lands a blow with their sword. Since the position was desperate,
the GM inflicts severe harm (modified by any other actors). Tey tell Ian to
record level 3 harm, “Gut Stabbed” on Silas’s sheet. Ian decides to resist the
harm, instead. Te GM says he can reduce the harm by one level i he resists
it. Ian rolls 3d or Silas’s P������ attribute and gets a �. Silas takes 1 stress
and the harm is reduced to level 2, “Cut to the Ribs.”
Usually, a resistance roll reduces the severity o a consequence. I you’re going to
suffer atal harm, or example, a resistance roll would reduce the harm to severe,
instead. Or i you got a complication when you were sneaking into the manor
house, and the GM was going to mark three ticks on the “Alert” clock, she’d only
mark two (or maybe one) i you resisted the complication.
You may only roll against a given consequence once.
Te GM also has the option to rule that your character completely avoids the
consequence. For instance, maybe you’re in a sword fight and the consequence is
getting disarmed. When you resist, the GM says that you avoid that consequence
completely: you keep hold o your weapon.
By adjusting which consequences are reduced vs. which are avoided, the
GM establishes the overall tone of your game . For a more daring game, most
consequences will be avoided. For a grittier game, most consequences will only
be reduced with resistance.
Te GM may also threaten several consequences at once, then the player may
choose which ones to resist (and make rolls or each).
“She stabs you and then leaps off the balcony. Level 2 harm and you lose the
opportunity to catch her with fighting.”
“I’ll resist losing the opportunity by grappling her as she attacks. She can stab
me, but I don’t want to let her escape.”
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RESISTANCE ROLL
1d or each A�������� rating. You reduce or avoid the effects of
the consequence (GM chooses).
DEATH
Tere are a couple ways or a PC to die:
I they suffer level 4 atal harm and they don’t resist it, they die. Sometimes
this is a choice a player wants to make, because they eel like it wouldn’t make
sense or the character to survive or it seems right or their character to die here.
I they need to record harm at level 3 and it’s already filled, they suffer a
catastrophic consequence, which might mean sudden death (depending on
the circumstances).
When your character dies, you have options:
You can create a new scoundrel to play. Maybe you “promote” one o the NPC
gang members to a PC, or create a brand new character who joins the crew.
You can transer your character to the Ghost playbook and carry on as a spirit.
A ghost character can later become a Hull or a Vampire through play. See
page 213 or details about spirit characters.
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fortune roll
Te ortune roll is a tool the GM can use to disclaim decision making. You use
a ortune roll in two different ways:
When you need to make a determination about a situation the PCs aren’t
directly involved in and don’t want to simply decide the outcome.
Te Lampblacks attack the Red Sashes. How does that turn out? Te GM
makes a ortune roll or the Lampblacks and another or the Red Sashes. Te
Lampblacks get a good result but the Red Sashes get limited effect. Te GM
decides that the Red Sashes lose their drug den, but the Lampblacks suffer
some injuries in the skirmish.
When an outcome is uncertain , but no other roll applies to the situation at hand.
While pilering the workshop o an alchemist, Nock is possessed by a vengeul
ghost. As control o his body slips away, Nock grabs a random potion bottle
and drinks it down. Will the arcane concoction have an effect on the spirit?
Will it poison Nock to death? Who knows? Te GM makes a ortune roll to
see how it turns out.
When you make a ortune roll you may assess any trait rating to determine the
dice pool o the roll.
When a action takes an action with uncertain outcome, you might use their
ier rating to make a ortune roll.
When a gang operates independently, use their quality rating or a ortune roll.
When a supernatural power maniests with uncertain results, you might use
its magnitude or a ortune roll.
When a PC gathers information, you might make a ortune roll using their
action rating to determine the amount o the ino they get.
I no trait applies, roll 1d or sheer luck or create a dice pool (rom one to our)
based on the situation at hand. I two parties are directly opposed, make a ortune
roll or each side to see how they do, then assess the outcome o the situation by
comparing their perormance levels.
Te ortune roll is also a good tool to help the GM manage all the various moving
parts o the living city o Doskvol. Sometimes a quick roll is enough to answer a
question or inspire an idea or what might happen next.
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FORTUNE ROLL
1d or each T���� rating. C�������: Exceptional result / Great,
extreme effect.
+1d or each M���� �: Good result / Standard, full effect.
+
A��������.
�/�: Mixed result / Limited, partial effect.
-1d or each M���� L
- �-�: Bad result / Poor, little effect. L
D�����������. O
R
E
N
U
T
Te Hound stakes out a good spot and makes a sniper shot against Bazso Baz R
when he enters his office. Te controlled H��� roll is a success, but is great O
F
effect enough to instantly kill the gang leader? Instead o making a progress
clock or Bazso’s mortality, the GM decides to use a simple ortune roll with his
“toughness” as a trait to see i he can possibly survive the attack. Te roll is a
�/�: the bullet misses his heart, but hits him in the lung—it’s a mortal wound.
He’s on death’s door, with only hours to live, unless the Lampblacks can get
an expert physicker to him in time.
Inspectors are putting a case together against the PC crew. How quickly will
their evidence result in arrests? Te crew’s ������ ����� counts as a major
advantage or the inspectors.
Te PCs ace off in a skirmish with a veteran leviathan hunter captain and her
crew. Te tide o battle goes in the PCs’ avor, and many crew members are
killed. One o the players asks i the captain will surrender to spare the rest o
her crew’s lives. Te GM isn’t sure. How cold-hearted is this veteran hunter?
She’s stared giant demons in the eye without flinching... is there anything
human lef inside her? Te GM makes a 2d ortune roll or “human eelings”
to see i a spark o compassion remains in heart. I so, maybe one o the PCs
can roll to C������, S���, or C������ her to stand down.
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gathering information
Te flow o inormation rom the GM to the players about the fictional world is
very important in a roleplaying game. By deault, the GM tells the players what
their characters perceive, suspect, and intuit. But there’s just too much going on
to say everything —it would take orever and be boring, too. Te players have a
tool at their disposal to more ully investigate the fictional world.
When you want to know something specific about the fictional world, your
character can gather inormation. Te GM will ask you how your character
gathers the ino (or how they learned it in the past).
I it’s common knowledge, the GM will simply answer your questions. I there’s
an obstacle to the discovery o the answer, an action roll is called or. I it’s not
common knowledge but there’s no obstacle, a simple ortune roll determines the
quality o the inormation you gather.
For instance, i you decide to grab Avrick the powder dealer and C������ him
to talk, you could ask, “Where does he get his supply?” Avrick isn’t tough enough to
stand up to you, so it’s a simple ortune roll to see how much he talks. On a �-� , he
admits that he gets his supply rom the Red Sashes. On a �/� , he also tells you that he
works or the Sashes because they orced him to. On a � , he also reveals the time and
place that he picks up the stash each week. On a critical, he’ll even tell you a secret
that he discovered: the Sashes get the drugs rom diplomatic couriers rom Iruvia.
Each attempt to gather inormation takes time. I the situation allows, you can try
again i you don’t initially get all the ino that you want. But ofen, the opportunity
is fleeting, and you’ll only get one chance to roll or that particular question.
Some example questions are on the bottom o the character sheet. Te GM
always answers honestly, but with a level o detail according to the level o effect.
Te most common gather inormation actions are S�������� the situation to
reveal or anticipate what’s going on and S������� a person to understand what
they intend to do or what they’re really thinking.
Sometimes, you’ll have to maneuver yoursel into position beore you can gather
inormation. For example, you might have to P���� to a good hiding place first
and then S���� the cultists when they perorm their dark ritual.
�������������
Some questions are too complex to answer immediately with a single gather
inormation roll. For instance, you might want to discover the network o
contraband smuggling routes that the Hive uses throughout Duskwall. In these
cases, the GM will tell you to start a long-term project that you work on during
downtime (see page 154).
You track the investigation project using a progress clock. Once the clock is filled,
you have the evidence you need to ask several questions about the subject o your
investigation as i you had great effect.
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1
GATHER INFORMATION
Ask a question and G����: You get exceptional details. he
make an action roll or inormation is complete and ollow-up questions
a ortune roll. Te GM may expand into related areas or reveal more than
N
answers you honestly, you hoped or. O
I
with a level o detail S�������: You get good details. Clariying and T
depending on the effect
A
ollow-up questions are possible. M
level. R
L������: You get incomplete or partial O
F
inormation. More inormation gathering will N
I
be needed to get all the answers. G
N
I
R
E
H
T
EXAMPLES & QUESTIONS A
G
You might A����� to the ghost field to see echoes o recent spirit activity.
Have any new ghosts been here? How can I find the spirit well that’s calling to
them? What should I be worried about?
You might C������ a local barkeep to tell you what he knows about the
secret meetings held in his back room. What’s really going on here? What’s he
really eeling about this? Is he part o this secret group?
You might C������ with a well-connected riend to learn secrets about an
enemy, rival, or potential ally. What do they intend to do? What might I suspect
about their motives? How can I discover leverage to manipulate them?
You might H��� a courier across the city, to discover who’s receiving satchels
o coin rom Mylera Klev. Where does the package end up? How can I find out
who signed or the package at City Hall?
You might S���� ancient and obscure books to discover an arcane secret.
How can I disable the runes o warding? Will anyone sense i they’re disabled?
Or you might S���� a person to read their intentions and eelings. What are
they really eeling? How could I get them to trust me?
You might S����� a manor house to case it or a heist. What’s a good point
o infiltration? What’s the danger here?
Or you might S����� a charged situation when you meet another gang. What’s
really going on here? Are they about to attack us?
You might S��� Lord Strangord at a party so he divulges his uture plans.
What does he intend to do? How can I get him to think I might be a good partner
in this venture?
Or you might S��� Strangord’s bodyguard to confide in you about recent
events. Where has he been lately? Who’s he been meeting with?
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example of play
SHOWDOWN AT THE DOCKS
Te Billhooks, an NPC street gang, have been encroaching on the drug-sales
territory o the PC crew (“the Bloodletters”), down by the docks. Te players lef
their crew at weak hold or a while, so the GM decided to show that weakness Y
by describing Billhooks milling around in their tur, talking to customers, and A
L
generally ignoring the Bloodletters’ claim to the streets. P
F
In this session, the GM casually mentions that a Billhook is selling “spark” in a O
E
nearby alleyway, and that tips the scale—Arcy, Canter, and Oskarr (the PCs) have L
had enough! Tey gather their gang and come out in orce to run the Billhooks P
M
off. It’s a display o dominance to see who flinches first. A Bluecoat patrol notices A
X
the two armed gangs squaring off and decides to wait on the sidelines or the E
moment—let them sort it out a bit first.
Arcy makes the opening move, getting up in the ace o the first Billhook. She
stares him down, ice cold, and says, “You think this is gonna be your moment,
but it’s not. Get gone beore we put you down.” Sounds like a C������ roll,
and that’s what Sean (Arcy’s player) chooses. Te GM reveals that this is Coran,
second-in-command and the son o the leader o the Billhooks, and there’s no way
he can lose ace by backing down right away. It’s a risky roll with limited effect.
Sean gets 3d or Arcy’s C������ rating, plus 1d or an assist rom Oskarr (the
weird Whisper o the crew). Oskarr’s player, Stras, describes how the demonic
eyeball on Oskarr’s spirit mask rotates around and glares unblinking at Coran—
enough to reak anyone out, but the Bloodletters also have a reputation as brutal
killers who are involved in some kind o dark magic, so that’s a perect assist in
this battle o nerves. Sean rolls 4d and gets a �/�: partial success.
Arcy does what she’s trying to do, and intimidates the Billhooks. Te GM describes
Arcy’s limited effect: “When you stare Coran down, you see him reeze up. He
really doesn’t want to mess with you but he’s terrified o looking weak in ront
o his gang. You notice a ew members shuffle nervously and start to back away.”
It was a partial success, though, so Arcy suffers a consequence rom it, too. Harm
doesn’t seem to apply here (not yet). A complication makes sense, though. Te
GM says that Coran’s three bodyguards become enraged when Arcy speaks to
the boss’s son like that. Tey draw their weapons and close in on Arcy. I she
even twitches, they’ll be on her beore she can draw her sword.
Sean decides to resist the consequence. Arcy’s gonna need her sword i this turns
into a battle, especially i it starts with a three-on-one attack on her. Sean rolls
2d or Arcy’s P������ attribute and gets a �. She takes 2 stress and avoids the
complication. Te Billhooks think they have her in a bad spot, but she’ll be a lot
aster than they expect, and won’t be surrounded or unarmed when they attack.
39
1
Te Bloodletters have a savage gang, and now that weapons are drawn, they
will certainly go on the attack—unless someone does something to make the
Billhooks back off right now, it’s gonna be a fight.
Sean and Stras discuss some options or how they might urther intimidate the
Billhooks, maybe even by busting out some arcane power to get even greater effect
on them, but Adam (Canter’s player) steps in and takes the initiative. “Screw it,”
he says, “Canter just walks up and shoots Coran in the kneecap. ‘Tat’s how it is,
ool.’” Everyone shakes their heads and chuckles, o course he does! Tis is how
Canter Haig solves problems.
So what action is this? Adam thinks and says, “Well, I mean, I’m still trying to orce
them to do something. I’m shooting a gun, but I’m not Skirmishing or Hunting
here. I’m orcing him to give this nonsense up. So it’s Command... which I have zero
dice in, ha. Here we go.” Sean immediately volunteers to take 1 stress to give Adam
1d or an assist—Arcy is already helping, being her scary badass sel. Adam asks
or a Devil’s Bargain, and the GM has one: regardless o how this turns out, Coran
is going to mark Canter as someone too reckless and dangerous to leave alive.
Canter is going to the top o the Billhooks’ hit-list. Adam agrees, and takes +1d.
Te GM says it’s a desperate roll, because obviously it is. Adam rolls 2d and gets...
two sixes—a �������� success! He grins, “Tat’s how you do it, people.” Blam!
Coran takes a bullet to the knee and Canter commands the Billhooks to back off.
With a �������� success, Canter’s effect is increased, rom standard to great. Is
that enough to make them back down?
Te GM says, “I don’t know... I mean, great effect is impressive. You ‘achieve
more than usual’ it says in the rules—you get an additional benefit. But you’re
also shooting the boss’s son! Would they back down afer that? Even with great
effect? It’s hard to imagine it. Maybe, instead, all the Billhooks flee while your
gang chases them off, but Coran’s three bodyguards attack. And you keep the
initiative, Canter, because o your critical here. How’s that?”
“Tat makes sense, yeah, but hold on,” Adam says, “I can push mysel or extra
effect, right? I Canter takes 2 stress or +1 effect, to make it extreme effect, is that
enough to just shut all this down and dominate them right now?”
“Oh, wow, yeah, that would do it. Nice! So, boom, that’s it. Arcy stares them all
down, Oskarr creeps everyone out, Canter shoots Coran—and just like that, the
Billhooks old like a napkin and disappear rom your tur. Te Bluecoat sergeant
that was watching tips his cap to you, like, ‘Alright then, no problems here,’ and
that’s the end o it.”
��������� �� ��������
Could the GM have run this situation using progress clocks? Maybe make
a “Morale” clock or each gang and tick them according to the effect and
consequences rom the rolls? How would that go? Does that seem like an
easier or harder way or you to handle it as a GM?
What about Canter’s final effect level? Do you think he needed extreme effect
or that result, or was great enough already? How would you judge it?
40
1
pc vs. pc
Situations may arise in play in which two or more PCs come into conflict. How
do you deal with this? In general, the rules or PC vs. PC action are the same as
the rules or PC vs. NPC action. It’s still action rolls, resistance rolls, ortune rolls;
effects and consequences; and resolution into a new situation. But it’s a good
idea to ollow some guidelines when it comes to PC vs. PC conflict.
�. Pause the game. When a PC comes into conflict with another PC, pause the C
game. It’s a time-out in the fictional space, while the players talk things through. P
.
S
Don’t be in a big rush to roll dice. Slow everything way down. Tis isn’t a “who V
talks first wins” situation (and especially not “who talks more or loudest”). C
P
“Who goes first?” is sometimes the question players fixate on, especially i things
are about to get violent. Usually, the answer is clear rom the situation: someone
has the initiative and someone else is reacting. I it isn’t clear, you can make
ortune rolls—each player rolls an action rating and you compare the results.
�. Agree to the resolution methods. alk it through, figure out the rolls, and
discuss the consequences at stake. Don’t try to resolve the situation until
everyone agrees to the methods you’re about to use. I you have an objection or
an alternate idea, speak up! I the players can’t agree to a method, then you’re
deadlocked. You can’t proceed without everyone’s consent, so this conflict
just isn’t going to happen. Maybe the PCs get in each other’s aces and act
like they’re going to tangle, but then, nope... it fizzles and they back off. Tis
happens in fiction a lot, and it’s okay i it happens in the game.
It’s a good idea to ask each other questions to help establish the resolution, rather
than trying to impose your will. You might ask, “Can Vale be Swayed here?
What would it take?” or, “Is Jewel within reach i I draw my sword now and
attack?” or, “How vicious is Cyr going to be? Do you really want to hurt me?”
�. Abide by the results. Once you’ve agreed to the methods, then ollow them
through and abide by the outcomes. You can roll resistance to avoid bad results,
as usual, so don’t try to weasel out o it some other way i things don’t turn
out the way you hoped.
Note that this is not a “player vs. player” system. When characters come into
conflict, the players must still collaborate and make judgment calls together,
as usual. Conflicts between players are outside the scope o the game; they
can’t be resolved with the dice rolls and mechanics o Blades in the Dark. I the
players—not their characters—are in conflict, you’ll have to work it out using
social methods, then return to the game when it’s resolved. Don’t try to use the
game as a way to dodge or replace a normal social interaction to resolve person-
to-person conflict.
41
1
coin & stash
COIN
C��� is an abstract measure o cash and liquid assets. Te term is Akorosian
slang rom the days o the old Imperial treasury, which minted special bank coins
o solid gold—each one valuable enough to cover a major transaction. “Flashing
a coin” was considered an ostentatious display o wealth. Tese days, everyone
uses small silver pieces or currency, commonly called “slugs” or “scales.”
Te ew silver pieces the PCs use in their daily lives are not tracked. I a scoundrel
wants to toss a ew silver around to achieve a small goal (bribe a doorman), use
the PC’s lifestyle quality or a ortune roll (see Stash, at right).
�������� ������
� ����: A ull purse o silver pieces. A week’s wages.
� ����: A fine weapon. A weekly income or a small business. A fine piece o
� ����: A good monthly take or a small business. A small sae ull o coins
to a small property.
More than 4 ���� is an impractical amount to keep lying around. You must
spend the excess or put it in your stash (see below). A crew can also store 4 ����
in their lair, by deault. I they upgrade to a vault, they can expand their stores
to � and then 16 ����. Any ���� beyond their limit must be spent as soon as
possible (typically beore the next score) or distributed among the crew members.
One unit o ���� in silver pieces or other bulk currency takes up one item slot
or your load when carried.
���� ���
Spend 1 ���� to get an additional activity during downtime (page 153).
Spend 1 ���� to increase the result level o a downtime activity roll (page 153).
Spend ���� to avoid certain crew entanglements (page 150).
Put ���� in your character’s stash to improve their liestyle and circumstances
when they retire. See the next page.
Spend ���� when you advance your crew’s ier (see page 44).
42
1
Cross wants some alone-time with a prospective new riend, but he can’t take
them back to the hidden lair where he lives, so what to do? Ryan, Cross’s player,
says he wants to rent a nice room or the evening, so the GM asks or a ortune
roll using Cross’s liestyle rating to see what quality o room Cross can manage.
43
1
TIER
ake a look at the factions on page 282. Each notable action o the city is ranked
by ier—a measure o wealth, influence, and scale. At the highest level are the
ier V and VI actions, the true powers o the city. Your crew begins at ier 0.
You’ll use your ier rating to roll dice when you acquire an asset, as well as or
any ortune roll or which your crew’s overall power level and influence is the
primary trait. Most importantly, your ier determines the quality level o your
items as well as the quality and scale o the gangs your crew employs—and
thereby what size o enemy you can expect to handle.
���� ����� �� ����
���� �. Massive gangs. (80 people) ���� ��. Medium gangs. (12 people)
���� ��. Huge gangs. (40 people) ���� �. Small gangs. (3-6 people)
HOLD
On the action ladder next to the ier numbers is a letter indicating the strength
o each action’s hold. Hold represents how well a action can maintain their
current position on the ladder. W indicates weak hold. S indicates strong hold.
Your crew begins with strong hold at ier 0.
DEVELOPMENT
o move up the ladder and develop your crew, you need ���. R�� is a measure
o clout and renown. When you accrue enough ���, the other actions take you
more seriously and you attract the support needed to develop and grow.
When you complete a score, your crew earns 2 ���. I the target o the score is
higher ier than your crew, you get +1 ��� per ier higher . I the target o the
score is lower ier, you get -1 ��� per ier lower (minimum zero).
You need 12 ��� to fill the ��� tracker on your crew sheet. When you fill the
tracker, do one o the ollowing:
I your hold is weak, it becomes strong. Reset your ��� to zero.
I your hold is strong, you can pay to increase your crew ier by one. Tis
costs ���� equal to your new ier x 8. As long as your ��� tracker is ull,
you don’t earn new ��� (12 is the max). Once you pay and increase your ier,
reset your ��� to zero and reduce your hold to weak .
44
1
TURF
Another way to contribute to the crew’s development is by acquiring turf . When
you seize and hold territory, you establish a more stable basis or your ���. Each
piece o tur that you claim represents abstracted support or the crew (ofen a
result o the ear you instill in the citizens on that tur ).
ur is marked on your ��� tracker (see the example below). Each piece o tur
you hold reduces the ��� cost to develop by one. So, i you have 2 tur, you need E
M
10 ��� to develop. I you have 4 tur, you need 8 ��� to develop. You can hold a A
maximum of 6 turf. When you develop and reset your ���, you keep the marks G
N
from all the turf you hold. O
I
T
C
If you hold 3 pieces of turf, you need rep turf
A
F
only 9 ��� to develop, instead o 12. E
H
T
When you develop, you’ll clear the 9 ��� marks, but keep the 3 tur marks. Mark tur on the
right side, to show the “cap” on how much ��� is needed.
Also, when you acquire tur, you expand the scope o your crew’s hunting
grounds. See page 93 or details.
�������� ����
You may perorm an operation specifically to reduce the hold o another action,
i you know how they’re vulnerable. I the operation succeeds, the target act ion
loses 1 level o hold. I their hold is weak and it drops, the action loses 1 ier
and stays weak.
When a action is at war (see page 46), it temporarily loses 1 hold.
Your crew can lose hold, too, ollowing the same rules above. I your crew is
ier 0, with weak hold, and you lose hold or any reason, your lair comes under
threat by your enemies or by a action seeking to profit rom your misortune.
FACTION STATUS
Your crew’s status with each action indicates how well you are liked or hated.
Status is rated rom -3 to +3, with zero (neutral) being the deault starting status.
You track your status with each action on the action sheet.
When you create your crew, you assign some positive and negative status ratings
to reflect recent history. Te ratings will then change over time based on your
actions in play.
45
1
CLAIMS
Each crew sheet has a map o claims available to be seized (see the example or
the H������ crew on the next page). Te claim map displays a deault roadmap
or your crew type. Claims should usually be seized in an orderly sequence, by
ollowing the paths rom the central square, the crew’s lair.
However, you may attempt to seize any claim on your map, ignoring the paths (or
even seek out a special claim not on your map) but these operations will always
be especially difficult and require exceptional efforts to discover and achieve.
Te claim roadmap shows typical paths or advancement, not an absolute
restriction on your operations.
������� � �����
Every claim in Doskvol is already controlled by a action. o acquire one or
yoursel, you have to take it rom someone else. o seize a claim, tell the GM
which claim on your map your crew intends to capture. Te GM will detail the
claim with a location and a description and will tell you which action currently
controls that claim. Or the GM might offer you a choice o a ew options i
they’re available.
46
1
personal local
turf lookouts informants
clothier graft
S
M
I
A
L
turf turf lair turf
luxury
C
,
venue
S
L
E
V
E
L
foreign surplus cover cover S
vice den U
market cache operation identities T
A
T
S
N
I you choose to ignore the roadmap paths when seizing a claim, the GM might O
I
T
tell you that you’ll need to investigate and gather inormation in order to discover C
a claim o that type beore you can attempt to seize it.
A
F
Execute the operation like any other score, and i you succeed, you seize the
claim and the targeted action loses the claim. (See Chapter 4: Te Score on
page 125 or details.)
Seizing a claim is a serious attack on a action, usually resulting in -2 action
status with the target, and potentially +1 status with its enemies.
As soon as you seize a claim, you enjoy the listed benefit or as long as you hold
the claim. Some claims count as turf . Others provide special benefits to the crew,
such as bonus dice in certain circumstances, extra ���� generated or the crew’s
treasury, or new opportunities or action.
Te Bloodletters (a crew o Hawkers who sell drugs) have grabbed a piece o
ur rom the Red Sashes (to the lef o their Lair on the claims map): it’s an
intersection o street corners near the docks, where their gang now holds sway.
Tey want to claim a Vice Den next. Te GM says that the tattoo parlor near
their new tur is a ront or a Red Sash drug den in the basement—they see
users shuffling in and out all day. Te Bloodletters gather their gang o Tugs
and assault the place, driving out and killing the Red Sashes, and seizing it
or their own. aking these two claims drives their action status with the Red
Sashes all the way down, to -3. Now they’re at war.
������ � �����
An enemy action may try to seize a claim that your crew holds. You can fight to
deend it, or negotiate a deal with the action, depending on the situation. I you
lose a claim, you lose all the benefits o that claim. I your lair is lost, you lose the
benefits o all o your claims until you can restore your lair or establish a new
one. o restore or establish a new lair, accomplish a score to do so.
47
1
advancement
PC ADVANCEMENT
Each player keeps track o the experience points (xp) that their character earns.
During the game session, mark xp:
When you make a desperate action roll . Mark 1 xp in the attribute or the
action you rolled. For example, i you roll a desperate S������� action, you
mark xp in P������. When you roll in a group action that’s desperate, you
also mark xp.
At the end o the session, review the xp triggers on your character sheet. For
each one, mark 1 xp i it happened at all, or mark 2 xp i it happened a lot during
the session. Te xp triggers are:
Your playbook-specific xp trigger. For example, the Cutter’s is “Address a
challenge with violence or coercion.” o “address a challenge,” your character
should attempt to overcome a tough obstacle or threat. It doesn’t matter i the
action is successul or not. You get xp either way.
You expressed your beliefs, drives, heritage, or background. Your character’s
belies and drives are yours to define, session to session. Feel ree to tell the
group about them when you mark xp.
You struggled with issues from your vice or traumas . Mark xp or this i
your vice tempted you to some bad action or i a trauma condition caused you
trouble. Simply indulging your vice doesn’t count as struggling with it (unless
you overindulge, see Vice, page 156).
You may mark end-o-session xp on any xp tracks you want (any attribute or
your playbook xp track).
When you fill an xp track, clear all the marks and take an advance. When you
take an advance rom your playbook track, you may choose an additional special
ability . When you take an advance rom an attribute, you may add an additional
action dot to one o the actions under that attribute.
Nadja is playing a Hound. At the end o the session, she reviews her xp triggers
and tells the group how much xp she’s getting. She rolled two desperate H���
actions during the session, so she marked 2 xp on her I������ xp track. She
addressed several challenges with tracking or violence, so she marks 2 xp or
that. She expressed her Iruvian heritage many times when dealing with the Red
Sashes, so she takes 2 xp or that. She also showcased her character’s belies,
but 2 xp is the maximum or that category, so she doesn’t get any more. She
didn’t struggle with her vice or traumas, so no xp there. Tat’s 4 xp at the end
o the session. She decides to put it all in her I������ xp track. Tis fills the
track, so she adds a new action dot in H���.
You can also earn xp by training during downtime. When you train, mark xp
in one o your attributes or in your playbook. A given xp track can be trained
only once per downtime phase. See raining , page 155.
48
1
CREW ADVANCEMENT
At the end o the session, review the crew xp triggers and mark 1 crew xp or
each item that occurred during the session. I an item occurred multiple times
or in a major way, mark 2 crew xp or it. Te crew xp triggers are:
Your crew-specific xp trigger . For example, the Smugglers’ is “Execute a
smuggling operation or acquire new clients or contraband sources.” I the crew
successully completed an operation rom this trigger, mark xp.
Contend with challenges above your current station. I you tangled with T
N
higher iers or more dangerous opposition, mark xp or this. E
M
Bolster your crew’s reputation or develop a new one. Review your crew’s E
C
reputation. Did you do anything to promote it? Also mark xp i you developed N
a new reputation or the crew. A
V
Express the goals, drives, inner conflict, or essential nature o the crew. D
A
Tis one is very broad! Essentially, did anything happen that highlighted the
specific elements that make your crew unique?
When you fill your crew advancement tracker, clear the marks and take a new
special ability or mark two crew upgrade boxes.
For example, when a crew o Assassins earns a crew advance, they could take
a new special ability, like Predators. Or they could mark two upgrades, like
Ironhook Contacts and Resolve raining .
Say how you’ve obtained this new ability or upgrades or the crew. Where did it
come rom? How does it become a new part o the crew?
�������
Every time the crew advances, each PC gets stash equal to the crew ier+2, to
represent profits generated by the crew as they’ve been operating.
49
CHAPTER 2
characters
Doskvol needs the unwanted and the orgotten—to fill the workhouses, the leviathan
hunter ships, the chain gangs o the deathlands scavengers. Te power structures o
the world are designed to use you up and cast you aside, attening the coffers o the
rich and powerul, leaving you broken, with nothing. You are the dregs o the city.
Te disposable nobodies. But that will not be your ate. You will not be a victim.
You will show them who you really are. Tey will know your name.
SCOUNDRELS
Every player character in Blades in the Dark is a daring criminal o the underworld
o Doskvol, known in common parlance as a scoundrel . Scoundrels are amiliar
with all o the various eats o skulduggery represented by the actions o the
game. Tey’re all able to S������� in a knie-fight, P���� in the shadows,
A����� to strange energy, C������ with contacts or inormation, and so on.
Because o the way the dice system works, every scoundrel can roll at least 2d
or any action in the game (+1d rom pushing or a Devil’s Bargain, and a +1d
assist rom a teammate). A roll o 2d is pretty good, statistically—a 75% chance
o success. Tis means that all o the “zero rating” actions on your character sheet
don’t actually represent deficiencies or gaps o skill; they indicate the actions or
which your character is likely to burn stress and rely on teamwork. As a scoundrel
o the Dusk, with your crew at your back, you can attempt almost anything.
O course, you’ll also have your specializations and skills, the qualities that make
your character uniquely effective in the criminal world. You might want the ability
to compel obedience rom ghosts and channel electroplasmic energy through
your body, or maybe you want to manipulate the network o the underworld to
your advantage and see danger beore it strikes, or maybe you just want to be the
deadliest fighter with a blade. In this chapter, you’ll learn how to create your own
unique scoundrel and choose the abilities that suit the style o play you preer.
51
2
character creation
������ � ��������
A playbook is what we call the sheet with all the specific rules to play a certain
character type in Blades in the Dark. Rather than a general “scoundrel” sheet, the
game has seven customized playbooks. By choosing a playbook, you’re choosing
which type o scoundrel your character is. Te playbooks are:
Whispers are good at magical stuff and dealing with ghosts. Play
whisper a Whisper i you want to meddle with arcane powers.
52
2
Your playbook choice also represents how the other scoundrels o the underworld
see you. Te names o the playbooks are underworld slang in Duskwall. I someone
solves their problems with weird occult stuff, people say they’re a “Whisper.” I
they’re a smooth talker and shrewd manipulator, people might call them a “Slide.”
Part o your character’s reputation is reflected by their playbook choice.
Each playbook is detailed in this section, starting on page 61.
N
Once you’ve chosen your playbook, ollow the steps below to complete your O
I
T
character. A
E
������ � �������� R
C
Your character’s heritage describes where their amily line is rom. You may R
E
be o any heritage o your choice, and then decide i you’re a oreigner who has T
C
immigrated to Doskvol or i you’re a local who grew up here. When you choose A
R
a heritage, circle it on the list on your playbook, then write a detail about your A
amily lie on the line above. For example, you might choose S������ heritage, H
C
and then write Factory workers rom Lockport, now reugees. Or you might choose
I������ heritage and write Exiled nobility . Each heritage is described in brie,
below. For more details about these people and places, see page 308.
A����� is the largest and most industrialized land in the Imperium, and is
home to the capitol city as well as Duskwall itsel. Tey’re known as a diverse
conglomeration o cultures that have grown together in close proximity or
centuries, somewhat like Europe.
I you want to be a rootless wanderer you could be rom the D����� I����.
People there ofen grow up on ships and travel a lot beore settling down.
Tey’re known as corsairs and merchants who live without lightning barriers—
dealing with spirits in other ways.
I you want to be rom a culture considered “oreign” by the locals, you could
be rom I�����, a rich and powerul desert kingdom ar to the south. It’s
another diverse land o varying cultures similar to old Persia, Egypt, and India.
I you want to be rom a place considered “wild” by the rest o the empire, you
could be rom S������. Outside the ew Imperial settlements, most Severosi
live in nomadic horse-tribes scattered across the blasted deathlands, surviving
within the ruins o ancient arcane ortresses which still repel spirits.
I you want to be rom a marginalized people, you could be rom S������,
the island kingdom just across the sea rom Doskvol. Skovlan was last to be
brought under Imperial rule, over the course o the 36-year Unity War (which
ended only a ew years ago). Many Skovlander reugees who lost their homes
and jobs in the destruction o the war have come to Doskvol seeking new
opportunities.
I you want to be weird, you can be rom T�������. It’s a semi-mythical place,
ar away beyond the northern Void Sea. Everyone says that the people there
are part-demon. I you choose ycherosi heritage, also create a demonic telltale
(like black shark eyes, eathers instead o hair, etc.) that marks your character.
53
2
������ � ����������
Your character’s background describes what they did beore they joined the crew.
Choose one o the general background options rom the list on your playbook,
then write a detail about it that’s specific to your character. For example, you could
choose L����, and then write Leviathan hunter sailor, mutineer . Or you might
choose L�� and write Former Bluecoat . See more examples below.
A�������: A scholar, a proessor or student rom Doskvol Academy, a
philosopher or journalist, etc.
L����: A servant, a actory worker, a coach driver, a docker, a sailor, a Rail
Jack, etc. A stevedore or the North Hook Company.
L��: An advocate or barrister, a Bluecoat or inspector (or even Spirit Warden),
a prison guard rom Ironhook, etc.
T����: A shopkeeper, a merchant, a skilled crafs-person, a shipping agent,
etc. A liaison to the Ministry o Preservation.
M�������: An Imperial or Skovlander soldier, a mercenary, an intelligence
operative, a strategist, a training instructor, etc.
N����: A dilettante, a courtier, the scion o a allen house, etc.
U���������: A street urchin, gang member, young thug, or other outcast
who grew up on the streets.
������ ���� ������ ����
Your playbook begins with three action dots already placed. You get to add our
more dots (so you’ll have seven total). At the start o the game, no action rating
may have more than two dots (unless a special ability tells you otherwise). Brie
descriptions o all the actions ollow, on pages 58 and 59. Assign your our dots
like this:
Put one dot in any action that you eel reflects your character’s heritage.
Put one dot in any action that you eel reflects your character’s background.
Assign two more dots anywhere you please (max rating is 2, remember).
54
2
55
2
�����
Adric, Aldo, Amosen, Andrel, Arden, Arlyn, Arquo, Arvus, Ashlyn, Branon,
Brace, Brance, Brena, Bricks, Candra, Carissa, Carro, Casslyn, Cavelle, Clave,
Corille, Cross, Crowl, Cyrene, Daphnia, Drav, Edlun, Emeline, Grine, Helles,
Hix, Holtz, Kamelin, Kelyr, Kobb, Kristov, Laudius, Lauria, Lenia, Lizete, Lorette,
Lucella, Lynthia, Mara, Milos, Morlan, Myre, Narcus, Naria, Noggs, Odrienne,
Orlan, Phin, Polonia, Quess, Remira, Ring, Roethe, Sesereth, Sethla, Skannon,
Stavrul, Stev, Syra, alitha, esslyn, Tena, imoth, ocker, Una, Vaurin, Veleris,
Veretta, Vestine, Vey, Volette, Vond, Weaver, Wester, Zamira.
������ �����
Ankhayat, Arran, Athanoch, Basran, Boden, Booker, Bowman, Breakiron,
Brogan, Clelland, Clermont, Coleburn, Comber, Daava, Dalmore, Danfield,
Dunvil, Farros, Grine, Haig, Helker, Helles, Hellyers, Jayan, Jeduin, Kardera,
Karstas, Keel, Kessarin, Kinclaith, Lomond, Maroden, Michter, Morriston,
Penderyn, Prichard, Rowan, Sevoy, Skelkallan, Skora, Slane, Strangord,
Strathmill, empleton, yrconnell, Vale, Walund, Welker.
�������
Bell, Birch, Bricks, Bug, Chime, Coil, Cricket, Cross, Crow, Echo, Flint, Frog,
Frost, Grip, Gunner, Hammer, Hook, Junker, Mist, Moon, Nail, Needle, Ogre,
Pool, Ring, Ruby, Silver, Skinner, Song, Spur, ackle, Tistle, Torn, ick-ock,
welves, Vixen, Whip, Wicker.
�����
Man, Woman, Ambiguous, Concealed.
Affable, Athletic, Bony, Bright, Brooding, Calm, Chiseled, Cold, Dark, Delicate, Fair,
Fierce, Grimy, Handsome, Huge, Hunched, Languid, Lovely, Open, Plump, Rough,
Sad, Scarred, Slim, Sof, Squat, Stern, Stout, Striking, witchy, Weathered, Wiry, Worn.
56
2
57
2
ACTIONS
When you A�����, you open your mind to the ghost field or other arcane power.
You might communicate with a ghost or understand aspects o spectrology. You
could try to perceive beyond sight in order to better understand your situation
(but Surveying might be better).
When you C������, you compel swif obedience.
You might intimidate or threaten to get what you want. You might lead a gang
in a group action. You could try to order people around to persuade them (but
Consorting might be better).
When you C������, you socialize with riends and contacts.
You might gain access to resources, inormation, people, or places. You might
make a good impression or win someone over with your charm and style. You
might make new riends or connect with your heritage or background. You could
try to manipulate your riends with social pressure (but Sway might be better).
When you F������, you employ dextrous manipulation or subtle misdirection.
You might pick someone’s pocket. You might handle the controls o a vehicle or
direct a mount. You might ormally duel an opponent with graceul fighting
arts. You could try to employ those arts in a chaotic melee (but Skirmishing
might be better). You could try to pick a lock (but inkering might be better).
When you H���, you careully track a target.
You might ollow a target or discover their location. You might arrange an
ambush. You might attack with precision shooting rom a distance. You could
try to bring your guns to bear in a melee (but Skirmishing might be better).
When you P����, you traverse skillully and quietly.
You might sneak past a guard or hide in the shadows. You might run and
leap across the roofops. You might attack someone rom hiding with a back-
stab or blackjack. You could try to waylay a victim in the midst o battle (but
Skirmishing might be better).
When you S�������, you entangle a target in close combat so they can’t easily escape.
You might brawl or wrestle with them. You might hack and slash. You might
seize or hold a position in battle. You could try to fight in a ormal duel (but
Finessing might be better).
When you S����, you scrutinize details and interpret evidence.
You might gather inormation rom documents, newspapers, and books. You
might do research on an esoteric topic. You might closely analyze a person to
detect lies or true eelings. You could try to examine events to understand a
pressing situation (but Surveying might be better).
When you S�����, you observe the situation and anticipate outcomes.
You might spot telltale signs o trouble beore it happens. You might uncover
opportunities or weaknesses. You might detect a person’s motivations or intentions.
You could try to spot a good ambush point (but Hunting might be better).
58
2
59
60
cutter
R
E
T
T
U
C
K
:
A dangero
dangerous
us and inti
intimida
midatin
tingg fighter
fighter O
O
B
Y
In the underworld o the Dusk, there are scoundrels who take what they want A
at the bloody edge o a blade or with a threatening presence that can stop a man L
P
cold. Tey are the enorcers, the debt collectors,
collec tors, the killers, the leg-breakers, and
the thugs, commonly known as Cutters.
Where subtlety ails, swif brutality—and the threat o worse to come—can solve
the problem. Or at least turn it into a different kind o problem.
When you play a Cutter, you earn xp when you address a challenge with
violence
violenc e or coercion. Go ahead and get up in everyone’s smug aces and tell
them who’s
who’s boss, then
the n let your blades
blade s do the talking
tal king i they
the y don’t
don’t get the message.
message .
Do you have a personal code or a line you won’t cross? Do you want to be the boss
or do you want to be the enorcer or the boss? How did you acquire your taste or
violence and coercion?
61
CUTTER SPECIAL ABILITIES
����������
You may expend your special armor to reduce harm rom an attack in combat
or to push yourself during
during a fight.
When you use this ability, tick the special armor box on your playbook sheet.
I you “reduce harm” that means the level o harm you’re acing right now
is reduced by one. I you use this ability to push yoursel, you get one o the
benefits (+1d, +1 effect, act despite severe harm) but you don’t take 2 stress.
Your special armor is restored at the beginning o downtime.
���������
When you protect a teammate, take +1d to your resistance roll. When you gather
situation, you get +1 effect.
ino to anticipate possible threats in the current situation,
Te protect teamwork
teamwork maneuver lets you ace a consequence
conseque nce or a teammate.
I you choose to resist that consequence, this ability gives you +1d to your
resistance roll. Also, when you read a situation to gather inormation about
hidden dangers or potential attackers, you get +1 effect—which means more
detailed inormation.
����� �������
You may imbue your hands,
hands , melee weapons,
we apons, or tools with
wit h spirit energy.
energ y. You
You gain
potency in
in combat vs. the supernatural.
sup ernatural. You
You may grapple with spirits to restrain
re strain
and capture them.
When you imbue yoursel with spirit energy, how do you do it? What does it
look like when the energy maniests? When you’re imbued, you can strongly
interact with ghosts and spirit-stuff, rather than weakly interact.
������
When you C������ a cohort in combat, they continue to fight when they
would otherwise break (they’re not taken out when they suffer level 3 harm).
Tey gain +1 effect and 1 armor.
Tis ability makes your cohorts more effective in battle and also allows them
to resist harm by using armor. While you lead your cohorts, they won’t stop
fighting
fighting until
until they
they take
take atal
atal harm
harm (level 4) or you
you order
order them to
to cease. What
do you do to inspire such bravery in battle?
For details about cohorts, see page 96 .
����
Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
Tis ability is great i you want to wear heavy armor
ar mor and pack a heavy weapon
without attracting lots o attention. Since your exact gear is determined on-
the-fly during an operation, having more load also gives you more options to
get creative
creative with
with when dealing
dealing with
with problems
problems during a score.
62
��� �� �� ������� ���� R
E
T
You can push yourself to ollowing: perorm a eat
to do one o the ollowing: perorm eat o physica
physicall orce
orce T
U
that verges on the superhuman—engage a small gang on equal ooting in close
cl ose combat. C
When you push yoursel
your sel to activate this ability, you still get one o the normal
benefits o pushing yoursel (+1d, +1 effect, etc.) in addition to the special ability.
ability.
K
:
I you perorm a eat that verges on the superhuman, you might break
break a metal O
O
weapon with your bare hands, tackle a galloping horse, lif a huge weight, etc. B
Y
I you engage a small gang on equal ooting, you don’t suffer reduced effect due A
L
to scale against a small gang (up to six people). P
������
When you unleash physical violence, it’s especially rightening. When you
C������ a rightened target, take +1d.
You instill ear in those around you when you get violent. How they react
depends on the person. Some people will flee rom you, some will be impressed,
some will get violent in return. Te GM judges the response o a given NPC.
In addition, when you C������ someone who’s affected by ear (rom this
ability or otherwise), take +1d to your roll.
��������
You recover rom harm aster. Permanently fill in one o your healing clock
segments. ake +1d to healing treatment
t reatment rolls.
Your healing clock becomes a 3-clock, and you get a bonus die when you recover.
recover.
CUTTER ITEMS
Fine hand weapon: A finely crafed one-handed melee weapon o your choice. Is
this a well-crafed standard
standard weapon, like a perectly-balanced dagger, or something
exotic, like an Iruvian dueling saber or a metal-banded war-club ? [
? [� ����]
Fine heavy weapon: A finely crafed two-handed melee weapon
we apon o your choice.
A warhammer
warhammer,, a greatswor
greatsword,
d, a military
military pike, a battle
battleaxe,
axe, etc. A heavy
heavy weapon
weapon
has more reach and hits harder than a standard weapon. Tis might give you
potency when
when the power
power or reach
reach o the
the weapon
weapon is a actor
actor. [� ����]
Scary weapon or tool: A scary-looking
scar y-looking hand weapon or tool. Tis item grants
w hen you intimidate, not increased harm in combat. [� ����]
increased effect when
Manacles & chain: A set o heavy manacles and chain, suitable or restraining
a prisoner. A
prisoner. A souvenir
souvenir rom a stay
stay with
with the Bluecoa
Bluecoats,
ts, perhaps?
perhaps? [
[� ����]
Rage essence vial: A single dose, which greatly enhances the user’s
user’s strength,
resistance to pain, and irrational aggression or the span o several minutes.
Te GM will modiy
modi y your position and effect accordingly when you fight on rage
essence. Also, you suffer two consequences: “Can’t ell Friend From Foe” and
“Can’t Stop Until Tey’re All Broken.” You may resist these as usual. [� ����]
63
hound
D
N
U
O
H
K
:
A deadly
deadly sharpshoot
sharpshooter
er and
and tracker
tracker O
O
B
Y
Tere’s always a need or scoundrels who can find what others want to keep A
hidden. Whether that’s a deadbeat gambler trying to skip out on their debts, a L
P
treacherous inormant or witness who’s going to squeal to the Bluecoats, or the
trail to a treasure squirreled away in a secret vault—it’s the Hounds that erret
them out.
Why have a air fight, when you can stalk
sta lk and ambush your prey on your terms?
Te underworld is your hunting ground.
When you play a Hound, you earn xp when you address a challenge with
tracking or violence. ake the initiative to hunt down opportunities and targets
or a score and be willing to hurt whoever stands in your way.
Do you see the whole world as potential prey, or do you still care about people?
Which target in the past gave you the most trouble? Why?
65
HOUND SPECIAL ABILITIES
������������
You can to do one o the ollowing: make a ranged attack at extreme
c an push yourself to
distance beyond what’
w hat’s normal or the weapon—unleash a barrage
b arrage o rapid fire to
suppress the enemy.
enemy.
When you push yoursel
your sel to activate this ability, you still get one o the normal
benefits o pushing yoursel (+1d, +1 effect, etc.) in addition to the special ability.
ability.
Te first use o this ability allows you to attempt long-range sniper shots that
would otherwise be impossible with the rudimentary firearms o Duskwall.
Te second use allows you to keep up a steady rate o fire in a battle (enough to
“suppress”
“suppress” a small gang up to six
si x people), rather than stopping or a slow reload
or discarding a gun afer each shot. When an enemy is suppressed, they’re
reluctant to maneuver or attack (usually calling or a ortune roll to see i they
can manage it).
�������
You may expend
exp end your special armor to resist a consequence o surprise or mental
harm (ear, conusion, losing track o someone) or to push yourself or
or ranged
combat or tracking.
When you use this ability, tick the special armor box on your playbook sheet.
I you “resist a consequence”
conseque nce” o the appropriate type,
type , you avoid it completely. I
you use this ability
ability to push yoursel,
yoursel, you get one o the benefits (+1d, +1 effect,
act despite severe harm) but you don’t take 2 stress. Your special armor is
restored at the beginning o downtime.
����� ������
Your hunting pet is imbued with spirit energy. It gains potency when
when tracking
or fighting the supernatural, and gains an arcane ability: ghost-o
ability: ghost-orm
rm,, mind-link,
mind-link,
or arrow-swif . ake this ability again to choose an additional arcane ability or
your pet.
Your pet unctions as a cohort (Expert:
(E xpert: Hunter). Tis ability gives them potency
against supernatural targets and an arcane ability o your choice. Ghost-orm
allows the pet to transorm into electroplasmic vapor as i it were a spirit. Mind-
link allows the pet and hunter to share their senses and thoughts
thou ghts telepathically.
telepathically.
Arrow-swif
Arrow-swif allows the pet to move extremely
extremely quickly,
quickly, out-pacing any other
creature or vehicle. For more details about cohorts, see page 96 .
�����
When you gather inormation to discover the location o a target, you get
+1 effect. When you hide in a prepared position or use camouflage you get +1d
to rolls to avoid detection.
A “target”
“target” can
can be a person, a destina
destination,
tion, a good
good ambush
ambush spot, an
an item, etc.
etc.
66
�������� D
N
From hard-won experience or occult ritual, you are immune to the poisonous U
O
miasma o the deathlands and are able to subsist on the strange flora and auna H
there. You get +1 stress box .
Tis ability gives you an additional stress box, so you have 10 instead o 9.
K
:
Te maximum number o stress boxes a PC can have (rom any number o O
O
additional special abilities or upgrades) is 12. B
Y
����� �� ����� A
L
Penalties rom harm are one level less severe (though level 4 harm is still atal). P
With this ability, level 3 harm doesn’t incapacitate you; instead you take -1d
to your rolls (as i it were level 2 harm). Level 2 harm affects you as i it were
level 1 (less effect). Level 1 harm has no effect on you (but you still write it
on your sheet, and must recover to heal it). Record the harm at its original
level—or healing purposes, the original harm level applies.
��������
add itional xp trigger: You got payback against someone who harmed
You gain an additional
you or someone
someone you care
care about.
about. I
I your crew helped you get payback, also mark
crew xp.
HOUND ITEMS
Fine pair of pistols: A matched pair o handguns, made or greater accuracy,
with double barrels that allow or two shots beore reloading. Were your pistols
pi stols
made by Kardera’s Daughters, empleton & Slane, the Imperial Forge, or some
other gunsmith? How do they stand out rom the average handgun? [
handgun? [� ����]
Fine long rifle: A finely crafed hunting rifle, deadly at long range, unwieldy
in close quarters. Long rifles are usually illegal or private citizens in Doskvol,
but you have (real or orged) military paperwork or this one. [� ����]
Electroplasmic ammunition: A bandolier o electroplasmic ammo, especially
potent against spirits, but less effective against physical targets. Te electrical
charge is enough to stun a person, but does very little real harm. Several hits
might incapacitate a human target. Tis ammunition is especially reactive in the
ghost field—make
field—make a 4-clock
4-clock called “Attentio
Attention
n rom the Spirit
Spirit Wardens
Wardens”” and
and tick
it or every operation in which this ammo was used. [� ����]
A trained hunting pet: Your animal companion obeys your commands and
anticipates your actions. Cohort (Expert: Hunter).
Hunter).
Spyglass: A brass tube with lenses that allow long-distance vision. Collapsible.
May attach to a rifle. [ � ����]
67
leech
H
C
E
E
L
K
:
A saboteur
saboteur and
and techn
technician
ician O
O
B
Te world is built on industry,
industry, and the underworld is no different. Leeches are Y
A
the scoundrels who distill the drugs, refine the arcane essences, build the bombs, L
bandage the wounds, and orge the tools o the criminal trades—and knowing P
how to make things also means knowing how to break them.
When you play a Leech, you earn xp when you address a challenge with
technical skill or mayhem. Duskwall is a city ull o industrial machinery,
spark-crafs, plumbing,
plumbing, and electrical
electr ical systems or you to bend to your purposes
or sabotage. Get out your tools and get your hands dirty.
Te extensive training that makes a Leech is rare and strange among the
disenranchised underworld class—how did you learn your arts? Which side o
the coin do you preer, the side o creation and restoration, or the side o mayhem
and destruction?
69
LEECH SPECIAL ABILITIES
���������
When you invent or cra a creation with alchemical eatures, you get +1 result level to
your roll (a �-� becomes a �/�, etc.). You begin with one special ormula already known.
Follow the Inventing procedure with the GM (page 224 ) to define your first
special alchemical ormula.
�������
During downtime, you get two ticks to distribute among any long term project
clocks that involve investigation or learning a new ormula or design plan.
���������
When you invent or cra a creation with spark-craf eatures, you get +1 result level to
your roll (a �-� becomes a �/�, etc.). You begin with one special design already known.
Follow the Inventing procedure with the GM (page 224 ) to define your first
spark-craf design.
���������
You may expend your special armor to resist a consequence o atigue, weakness,
or chemical effects, or to push yoursel when working with technical skill or
handling alchemicals.
When you use this ability, tick the special armor box on your playbook sheet.
I you “resist a consequence” o the appropriate type, you avoid it completely. I
you use this ability to push yoursel, you get one o the benefits (+1d, +1 effect,
act despite severe harm) but you don’t take 2 stress. Your special armor is
restored at the beginning o downtime.
����� ����
When you W���� an area with arcane substances, ruining it or any other use,
it becomes anathema or enticing to spirits (your choice).
I you make an area anathema to spirits, they will do everything they can to
avoid it, and will suffer torment i orced inside the area. I you make an area
enticing to spirits, they will seek it out and linger in the area, and will suffer
torment i orced to leave. Tis effect lasts or several days over an area the
size o a small room. Particularly powerul or prepared spirits may roll their
quality or arcane magnitude to see how well they’re able to resist the effect.
���������
You can T����� with bones, blood, and bodily humours to treat wounds or
stabilize the dying. You may S���� a malady or corpse. Everyone in your crew
(including you) gets +1d to their healing treatment rolls.
Knowledge o anatomy and healing is a rare and esoteric thing in Duskwall.
Without this ability, any attempts at treatment are likely to ail or make things
worse. You can use this ability to give first aid (rolling T����� ) to allow your
patient to ignore a harm penalty or an hour or two.
70
�������� H
C
When you W����, your work is much quieter than it should be and the damage E
E
is very well-hidden rom casual inspection. L
You can drill holes in things, melt stuff with acid, even use a muffled explosive,
and it will all be very quiet and extremely hard to notice.
K
:
O
�������� O
B
Choose a drug or poison (rom your bandolier stock) to which you have become Y
A
immune. You can push yourself to secrete it through your skin or saliva or exhale L
it as a vapor. P
When you push yoursel to activate this ability, you still get one o the normal
benefits o pushing yoursel (+1d, +1 effect, etc.) i you’re making a roll, in
addition to the special ability.
You choose the type o drug or poison when you get this ability. You may
change the drug or poison by completing a long-term project. Only a single
drug or poison may be chosen—you can’t become immune to any essences,
oils, or other alchemical substances.
LEECH ITEMS
Fine tinkering tools: A finely crafed set o tools or detailed mechanist work.
A jeweler’s loupe. Measuring devices. [ � ����]
Fine wrecking tools: A specialized set o tools or sabotage and destruction.
A small, powerul drill. A mallet and steel spikes. A prybar. An electroplasmic
battery, clamps, wire. Vials o acid. A spark-torch cutter and uel tank. [� ����]
Blowgun & darts, syringes: A small tube and darts that can be filled rom
alchemy flasks. Empty syringes. [ � ����]
Bandolier: A strap worn across the body, fitted with A�������
specially-padded pouches to hold three alchemical B������ O��
agents or spark-craf bombs. When you employ an D���� O��
alchemical or bomb rom a bandolier, choose one D���� P�����
rom the list at right (or one o your custom-made E������� P�����
ormulas). See page 226 or more on alchemicals F��� O��
and bombs. During downtime, you automatically refill G������
your bandoliers, so long as you have reasonable access Q����������
to a supplier or workshop. [� ����]
S�������� P�����
Gadgets: You may create gadgets during downtime S���� B���
by T�������� with tools and materials. See S���� (����)
Gadgets , page 227. rack the load or each gadget S��������� P�����
you deploy during an operation. [�+ ����]
T����� P�����
71
lurk
A stealthy infiltrator and burglar
K
R
U
L
K
:
O
O
B
Tere is no longer any sunlight—the world is plunged into eternal night. Tere Y
A
are scoundrels who live in the darkness, who prowl the underworld unseen, L
trespassing where they will. Tey are the burglars, the spies, the infiltrators, the P
cut-throats—commonly called Lurks.
When you play a Lurk, you earn xp when you address a challenge with stealth
or evasion. Stay out o sight, sneak past your enemies, and strike rom the
shadows. I things go wrong, there’s no shame in disappearing into the darkness...
or now. Your greatest ally is the dark and twisting city, its ink-dark streets, its
roofop pathways.
How did you learn the stealthy arts o the Lurk? Which aspect are you drawn to
most? Te invisible watcher, spying on the unwary? Te adroit acrobat, racing
across roofops? Te deadly ambush predator, waiting or a victim in the darkness?
73
LURK SPECIAL ABILITIES
�����������
You are not affected by quality or ier when you bypass security measures.
Tis ability lets you contend with higher-ier enemies on equal ooting. When
you’re cracking a sae, picking a lock, or sneaking past elite guards, your effect
level is never reduced due to superior ier or quality level o your opposition.
Are you a renowned sae cracker? Do people tell stories o how you slipped
under the noses o two Chie Inspectors, or are your exceptional talents yet
to be discovered?
������
When you attack rom hiding or spring a trap, you get +1d to your roll.
Tis ability benefits rom preparation— so don’t orget you can do that in a
flashback.
���������
When you roll a desperate action, you get +1d to your roll i you also take -1d
to any resistance rolls against consequences rom your action.
Tis special ability is a bit o a gamble. Te bonus die helps you, but i you
suffer consequences, they’ll probably be more costly to resist. But hey, you’re a
daredevil, so no big deal, right?
���������
Choose one o your action ratings. When you lead a group action using that
action, you can suffer only 1 stress at most, regardless o the number o ailed rolls.
Tis special ability is good or covering or your team. I they’re all terrible
at your avored action, you don’t have to worry about suffering a lot o stress
when you lead their group action.
74
����� ���� K
You may shif partially into the ghost field, becoming shadowy and insubstantial R
U
or a ew moments. ake 2 stress when you shif, plus 1 stress or each extra L
eature: it lasts or a ew minutes rather than moments—you are invisible rather
than shadowy—you may float through the air like a ghost.
K
:
Tis ability transorms you into an intangible shadow or a ew moments. I O
O
you spend additional stress, you can extend the effect or additional benefits, B
Y
which may improve your position or effect or action rolls, depending on the A
circumstances, as usual. L
P
��������
When there’s a question about who acts first, the answer is you.
Tis ability gives you the initiative in most situations. Some specially trained
NPCs (and some demons and spirits) might also have reflexes, but otherwise,
you’re always the first to act, and can interrupt anyone else who tries to beat
you to the punch. Tis ability usually doesn’t negate the need to make an
action roll that you would otherwise have to make, but it may improve your
position or effect.
������
You may expend your special armor to resist a consequence rom detection or
security measures, or to push yourself or a eat o athletics or stealth.
When you use this ability, tick the special armor box on your playbook sheet.
I you “resist a consequence” o the appropriate type, you avoid it completely. I
you use this ability to push yoursel, you get one o the benefits (+1d, +1 effect,
act despite severe harm) but you don’t take 2 stress. Your special armor is
restored at the beginning o downtime.
LURK ITEMS
Fine lockpicks: A finely crafed set o tools to disable and circumvent locks.
[� ����]
Fine shadow cloak: A hooded cloak made o rare Iruvian shadow-silk that
blends into the darkness around it. Tis item improves your effect level when
you sneak around. [� ����]
Light climbing gear: A well-crafed set o climbing gear that is less bulky and
heavy than a standard set. [ � ����] Standard climbing gear is 2 load.
Silence potion vial: A vial o golden liquid that negates all sound within 10
paces o the drinker or a span o several moments. [ � ����]
Dark-sight goggles: An arcane device that allows the wearer to see in pitch
darkness as i it were well-lit. [ � ����]
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�� G������. Consort +1, Finesse +2, Harker, a jail bird. Perhaps a riend
Study +1. A Little Something on the who you helped when you were in
Side. prison, or perhaps an enemy who
hurt you when you served your time?
�� S��. Prowl +2, Finesse +1,
Skirmish +1. Cloak & Dagger.
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SLIDE SPECIAL ABILITIES
����’� ������
ake 2 stress to roll your best action rating while perorming a different action.
Say how you adapt your skill to this use.
Tis is the “jack-o-all-trades” ability. I you want to attempt lots o different
sorts o actions and still have a good dice pool to roll, this is the special ability
or you.
����� � ������
When you use a disguise or other orm o covert misdirection, you get +1d to
rolls to conuse or deflect suspicion. When you throw off your disguise, the
resulting surprise gives you the initiative in the situation.
Tis ability gives you the chance to more easily get out o trouble i a covert
operation goes haywire. Also, don’t orget your fine disguise kit item, which
boosts the effect o your covert deception methods.
����� �����
You know the secret method to interact with a ghost or demon as i it were a
normal human, regardless o how wild or eral it appears. You gain potency when
communicating with the supernatural.
Te first part o this ability gives you permission to do something that is normally
impossible: when you speak to a spirit, it always listens and understands you,
even i it would otherwise be too bestial or insane to do so. Te second part o the
ability increases your effect when you use social actions with the supernatural.
���� ������� ���� � ������
You can always tell when someone is lying to you.
Tis ability works in all situations without restriction. It is very powerul, but
also a bit o a curse. You see though every lie, even the kind ones.
���������
When you S��� someone, you may cause them to orget that it’s happened until
they next interact with you.
Te victim’s memory “glosses over” the missing time, so it’s not suspicious
that they’ve orgotten something. When you next interact with the victim,
they remember everything clearly, including the strange effect o this ability.
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���������� E
You may expend your special armor to resist a consequence rom suspicion or D
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persuasion, or to push yourself or subteruge. S
When you use this ability, tick the special armor box on your playbook sheet.
I you “resist a consequence” o the appropriate type, you avoid it completely. I
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you use this ability to push yoursel, you get one o the benefits (+1d, +1 effect, O
O
act despite severe harm) but you don’t take 2 stress. Your special armor is B
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restored at the beginning o downtime. A
L
����� �� �� P
You get +1d vs. a target with whom you have an intimate relationship.
Tis ability isn’t just or social interactions. Any action can get the bonus.
“Intimate” is or you and the group to define, it need not exclusively mean
romantic intimacy.
SLIDE ITEMS
Fine clothes & jewelry: An outfit that appears to be o such fine make as to
pass you off as a wealthy noble. [� ����] I you’re carrying this item as a second
outfit to change into, it counts as � ����.
Fine disguise kit: A theatrical make-up kit equipped with an impressive array
o expert appliances to ool the eye. Te fine quality o this kit may increase the
effect o your deceptive actions when you use it. [� ����]
Fine loaded dice, trick cards: Gambling accouterments subtly altered to avor
particular outcomes. Te fine quality o this kit may increase the effect o your
deceptive actions when you use it. [� ����]
rance powder: A dose o the popular drug, which induces an altered mental
state. Te victim o this powder is not ully unconscious, but rather retreats into
a calm, suggestible mental state, similar to hypnotism. [� ����]
A cane-sword: A slim sword and its sheath, disguised as a noble’s cane. Te
disguise will ool a cursory inspection. [� ����]
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spider
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SPIDER SPECIAL ABILITIES
���������
wo times per score you can assist a teammate without paying stress. Describe
how you prepared or this.
You can narrate an event in the past that helps your teammate now, or you
might explain how you expected this situation and planned a helpul contingency
that you reveal now.
�����������
Due to your careul planning, during downtime, you may give yoursel or another
crew member +1 downtime activity .
I you orget to use this ability during downtime, you can still activate it
during the score and flashback to the previous downtime when the extra
activity happened.
���������
During downtime, you get +1 result level when you acquire an asset or reduce
heat.
Your array o underworld connections can be leveraged to loan assets, pressure
a vendor to give you a better deal, intimidate witnesses, etc.
����������� ����
When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or
down). An ally who joins you may do the same.
I you indulged your vice and rolled a � , you could increase the result to � or
� , or you could reduce the result to � or � (perhaps to avoid overindulgence).
Allies that join you don’t need to have the same vice as you, just one that could
be indulged alongside yours somehow.
����� ��������
When you shake on a deal or draf one in writing, you and your partner—human
or otherwise—both bear a mark o your oath. I either breaks the contract, they
take level 3 harm, “Cursed.”
Te mark o the oath is obvious to anyone who sees it (perhaps a magical rune
appears on the skin). When you suffer “Cursed” harm, you’re incapacitated
by withering: eneebled muscles, hair alling out, bleeding rom the eyes and
ears, etc., until you either ulfill the deal or discover a way to heal the curse.
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���� ���� R
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When incarcerated, your ������ ����� counts as 1 less, your ier as 1 more, D
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and you gain +1 faction status with a action that you help while you’re inside, S
in addition to whatever you get rom the incarceration roll.
Zero is the minimum ������ ����� ; this ability can’t make your ������
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SPIDER ITEMS
Fine cover identity: Paperwork, planted stories and rumors, and alse
relationships sufficient to pass as a different person. [ � ����]
Fine bottle o whiskey: A rare distillation rom your personal collection,
potent both in its alcohol and its ability to impress. [ � ����]
Blueprints: A olio o useul architectural drawings and city plans. Feel ree
to speciy which plans you’re carrying when you choose this item. [� ����]
Vial of slumber essence: A dose o slumber essence sufficient to put someone
to sleep or an hour. Te victim’s sleep isn’t supernatural, but it is deep—they
can be roused with some effort. [� ����]
Concealed palm pistol: A small firearm with a weak charge, easily concealed
in a sleeve or waistcoat. Tis pistol has extremely limited range; only a ew eet.
It’s very difficult to detect on your person, even i you’re searched. [� ����]
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WHISPER SPECIAL ABILITIES
������
You can A����� to the ghost field to orce a nearby ghost to appear beore you
and obey an order you give it. You are not supernaturally terrified by a ghost you
summon or attempt to compel (though your allies may be).
Te GM will tell you i you sense any ghosts nearby. I you don’t, you can
gather inormation (maybe A����� , S����� , or S���� ) to attempt to
locate one. By deault, a ghost wants to satisy its need or lie essence and
to exact vengeance. When you compel it, you can give it a general or specific
command, but the more general it is (like “Protect me”) the more the ghost
will interpret it according to its own desires. Your control over the ghost lasts
until the command is ulfilled, or until a day has passed, whichever comes first.
����� ����
You’re always aware o supernatural entities in your presence. ake +1d whenever
you gather information about the supernatural by any means.
���� ����
You are immune to the terror that some supernatural entities inflict on sight.
When you make a resistance roll with R������, take +1d.
With this ability, you do not reeze up or flee when conronted by any kind o
supernatural entity or strange occult event.
���������
You know the secret ways to C������ with ancient powers, orgotten gods, or
demons. Once you’ve consorted with one, you get +1d to C������ cultists
who worship it.
C��������� with a given entity may require special preparations or travel
to a specific place. Te GM will tell you about any requirements. You get the
bonus die to your C������ rolls because you can demonstrate a secret
knowledge o or influence over the entity when you interact with cultists.
������
You know the arcane methods to perorm ritual sorcery. You can S���� an
occult ritual (or create a new one) to summon a supernatural effect or being.
You begin with one ritual already learned.
Without this special ability, the study and practice o rituals leaves you utterly
vulnerable to the powers you supplicate. Such endeavors are not recommended.
For more details, see Rituals, page 222.
������� �������
When you invent or cra a creation with arcane eatures, get +1 result level to your
roll (a �-� becomes a �/�, etc.). You begin with one arcane design already known.
Follow the Inventing procedure with the GM (page 224 ) to define your first
arcane design.
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������� P
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You can push yourself to do one o the ollowing: unleash a stroke o lightning as H
a weapon—summon a storm in your immediate vicinity (torrential rain, roaring W
winds, heavy og, chilling rost and snow, etc.).
When you push yoursel to activate this ability, you still get one o the normal
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benefits o pushing yoursel (+1d, +1 effect, etc.) i you’re making a roll, in O
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addition to the special ability. B
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When you unleash lightning as a weapon, the GM will describe its effect A
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level and significant collateral damage. I you unleash it in combat against P
an enemy who’s threatening you, you’ll still make an action roll in the fight
(usually with A����� ).
When you summon a storm, the GM will describe its effect level. I you’re using
this power as cover or distraction, it’s probably a setup teamwork maneuver,
using A�����.
������
You may expend your special armor to resist a supernatural consequence, or to
push yourself when you contend with or employ arcane orces.
When you use this ability, tick the special armor box on your playbook sheet.
I you resist a consequence, this ability negates or reduces its severity. I you
use this ability to push yoursel, you get one o the benefits (+1d, +1 effect, act
despite severe harm) but you don’t take 2 stress. Your special armor is restored
at the beginning o downtime.
WHISPER ITEMS
Fine lightning hook: A long, two-handed pole with a loop o heavy wire at the
end, connected to an electroplasmic capacitor. Suitable or grappling a spirit
and dragging it into a spirit bottle. Tis custom-made hook collapses into a
compact orm, thus reducing its load to 1, even though it’s two-handed. [� ����]
Fine spirit mask: An arcane item that allows the trained user to see supernatural
energies in great detail. Also affords some measure o protection against ghostly
possession. Each spirit mask is unique. What does yours look like? What makes
it strange and disturbing to see? [� ����]
Spirit bottles (2): An arcane device used to trap a spirit. A metal and crystalline
cylinder, the size o a loa o bread. [ � ����]
Ghost key: An arcane device that can open ghost doors. Tere’s an echo o the
entire city, across the ages, trapped in the ghost field. Sometimes a door to that
place can be ound. [� ����]
Demonbane charm: An arcane trinket that demons preer to avoid. [� ����]
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STANDARD ITEMS
A Blade or wo: Perhaps you carry a Burglary Gear: A set o lockpicks. A
simple fighting knie. Or two curved small pry-bar. Vials o oil to silence
swords. Or a rapier and stiletto. Or a squeaky hinges. A coil o wire and
heavy butcher’s cleaver. [� ����] fishing hooks. A small pouch o fine sand.
[� ����]
Your choice o blade might reflect your
heritage: Climbing Gear: A large coil o rope. A
small coil o rope. Grappling hooks. A
In the North (Akoros and Skovlan) blades small pouch o chalk dust. A climbing
tend to be broad, heavy, and single-edged. harness with loops and metal rings. A
In Severos, the horse-lords avor spears in set o iron pitons and a small mallet.
battle, but or personal combat they carry [� ����]
distinctive double-edged daggers with very Documents: A collection o slim volumes
wide blades, ofen intricately inscribed on a variety o topics, including a registry
with amily histories. o the nobility, City Watch commanders,
In the Dagger Isles, the corsairs ofen and other notable citizens. Blank pages, a
use narrow, light blades made or quick vial o ink, a pen. A number o interesting
thrusts—such as the rapier and stiletto. maps. [� ����]
In Iruvia, curved blades are common; Arcane Implements: A vial o quicksilver.
sharpened on the outer edge like a saber, or A pouch o black salt. A spirit anchor in
sharpened on the inner edge, like a sickle. the orm o a small stone. A spirit bottle.
A vial o electroplasm, designed to break
hrowing Knives: Six small, light
and splatter on impact. [� ����]
blades. [ � ����]
Subterfuge supplies: A theatrical make-
A Pistol: A heavy, single-shot, breech-
up kit. A selection o blank documents,
loading firearm. Devastating at 20 ready or the orger’s hand. Costume
paces, slow to reload. [ � ����] jewelry. A reversible cloak and distinctive
A Large Weapon: A weapon meant or hat. A orged badge o office. [� ����]
two hands. A battle-axe, greatsword, Demolition tools: A sledgehammer
warhammer, or pole-arm. A hunting and iron spikes. Heavy drill. Crowbar.
rile. A blunderbuss. A bow or [� ����]
crossbow. [ � ����]
inkering ools: An assortment or
An Unusual Weapon: A curiosity or tool detailed mechanist work: jeweler’s
turned into a weapon. A whip, a flail, loupe, tweezers, a small hammer, pliers,
a hatchet, a shovel, a length o chain, screwdriver, etc. [� ����]
a razor-edged an, steel-toed boots.
[� ����] Lantern: A simple oil lantern, a ancy
electroplasmic lamp, or other light
Armor: A thick leather tunic plus source. [� ����]
reinorced gloves and boots. [� ����]
Spiritbane Charm: A small arcane
+Heavy: Te addition o chain mail, trinket that ghosts preer to avoid.
metal plates, a metal helm. [� ����] [� ����]
Te load or heavy armor is in addition
to normal armor—5 load total.
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CHAPTER 3
the crew
STARTING A LEGACY
Regardless o how a crew comes to be ormed, they all have one thing in common:
they exist to create a legacy that will last beyond the ounding members. When you
start a crew with your partners, you intend to build something that (hopeully)
will live on past the scope o your own criminal careers. Tis is why we have a
separate character sheet or the crew—tracking its development, growth, and
influence.
In a sense, the crew is the central figure in the stories we’re going to tell about
the underworld o Doskvol. Scoundrels will come and go—burned out due to
������, or killed, or orever lost to their vices, or, i they’re very lucky, gone
to some comortable retirement—but the crew carries on. New blood comes in,
new characters with new outlooks and drives, new stories to be told.
In this chapter, you’ll learn about all o the various crew types in the game, and
how to create a crew to suit the type o criminal escapades that all o the players
are most excited about.
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crew creation
������ � ���� ����
Your crew type determines the scores that you’ll ocus on, as well as a selection
o special abilities that support that kind o action. Te crew type isn’t meant to
be restrictive—a crew o Smugglers might sometimes engage in extortion (like
Bravos) or sell contraband (like Hawkers)—but the core activity o the crew type
is the most requent way they earn ���� and xp or advancement.
Tere are six different types o crew to choose rom.
Like a character playbook, your crew type is also how you’re known in the
underworld o Doskvol. Te criminal actions and the Bluecoats think o you as
“assassins” or “a cult” etc., and will treat you accordingly.
Choosing a crew type is a very important decision! It’s a way or the group to
say, “Tese are the sorts o scores we want to do.” It organizes game play rom
“doing crimes” to “smuggling illegal spirit essences”—which helps the GM ocus
on the parts o the setting that matter most, rather than having to juggle every
possibility at once. Te group should choose a crew type that everyone is excited
about. As a player, be vocal about your preerences. You’re about to spend many
hours doing this, so i you’re eeling lukewarm about one o the options, speak up.
Once you’ve chosen, grab the crew sheet or that type and record the ollowing
choices in crew creation as you go.
Your crew begins with 2 ���� in its coffers (the remains o the PCs’ savings).
You are ier 0, with strong hold and 0 ���.
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Your hunting grounds are useul or a particular type o criminal operation. Each
crew type has a list o different operation types or their hunting grounds. For
instance, Assassins have Accident , Disappearance, Murder , or Ransom as options.
Choose one o these operation types as your preerence.
When you prepare to execute an operation o your preerred type on your hunting
grounds, you get +1d to any gather information rolls and a ree additional downtime
activity to contribute to that operation. Tis can help you discover an opportunity,
acquire an asset you might need or the job, find an appropriate client, etc.
When you acquire turf (see page 45) you also expand the size and/or type o your
hunting grounds. Detail the new area and/or methods with help rom the GM.
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CREW UPGRADES
B��� �����: You have a boat, a Q�������: Your lair includes living
dock on a waterway, and a small quarters or the crew. Without this
shack to store boating supplies. A upgrade, each PC sleeps elsewhere,
second upgrade improves the boat and is vulnerable when they do so.
with armor and more cargo capacity.
c apacity. S����� L���: Your lair has locks,
C������� H����: You have a alarms, and traps to thwart intruders.
S
carriage, two goats to pull it, and a A second upgrade improves the E
D
stable. A second upgrade improves the deenses to include arcane measures A
carriage with armor and larger, swifer that work against spirits. You might R
G
goats. Horses are very rare in Doskvol— roll your crew’
c rew’ss ier i these measures P
most carriages in the city use the large are ever put to the test, to see how well U
Akor
Akoros
osia
ian
n goat
goat as their
their draf
draf ani
animal
mal.. they thwart an intruder. W
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C�����: A cohort is a gang or a T�������: I you have a raining C
single expert NPC who works or upgrade, you earn 2 xp (instead
your crew. For all the details on o 1) when you train a given xp
cohorts, see the ollowing pages. track during downtime (I������,
H����� L���: Your
Your lair has a secret
sec ret P������, R������, or Playbook
location and is disguised to hide it xp). Tis upgrade essentially helps
rom view. I your lair is discovered, you advance more quickly. See
use two downtime activities and pay Advancement , page 48.
48.
���� equal to your ier to relocate I you have Insight raining ,
it and hide it once again. when you train I������ during
M������: Your crew has access
downtime, you mark 2 xp on the
to master level training. You may I������ track (instead o just 1).
advance your PCs’ action ratings to I you have Playbook raining ,
4 (until you unlock this upgrade, PC you mark 2 xp on your playbook
action ratings are capped at 3). Tis xp track when you train.
costs our upgrade boxes to unlock. V����: Your lair has a secure vault,
Q������: Each upgrade improves
increasing your storage capacity
the quality rating o all the PCs’ or ���� to 8. A second upgrade
items o that type, beyond the quality increases your capacity to 16. A
established by the crew’s
crew’s ier and fine separate part o your vault can be
items. You
You can improve the qua
quality
lity o used as a holding cell.
Documents, Gear (covers Burglary W�������: Your lair has a
Gear and Climbing Gear), Arcane workshop appointed with tools or
Implements, Subteruge Supplies, tinkering and alchemy, as well as a
ools (covers Demolitions
D emolitions ools
ools and small library o books, documents,
inkering ools), and Weapons. and maps. You may accomplish
So, i you are ier 0, with fine lockpicks long-term projects with these assets
(+1) and the Quality upgrade or gear without leaving your lair.
(+1), you could contend equally
equally with
a ier II quality lock.
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COHORTS
A cohort is a gang or
or an expert who works or your cre
creww. o
o recruit a new cohort,
cohor t,
spend two upgrades and create them using the process below.
�������� � ����
Choose a gang type rom the list below:
A�����: Scholars, tinkerers, occultists, and chemists.
R����: Con artists, spies, and socialites.
R�����: Sailors, carriage drivers, and deathlands scavengers.
scavengers.
S�����: Scouts, infiltrators, and thieves.
T����: Killers, brawlers, and roustabouts.
A gang has scale and quality equal
equal to your current crew ier. It increases in scale
sca le
and quality when your crew moves up in ier.
I your crew is ier 0, your gang is quality 0 and scale 0 (1 or 2 people). When
your crew is ier
ier II, your gang
gang is quality
quality 2 and
and scale 2 (12 people).
people).
Some crew upgrades will add the
t he “Elite”
“Elite” eature to a gang, which gives them +1d
when they roll or a given ype. So, i you’re ier
ier I and have a gang
g ang o Elite Tugs
(+1d), they would roll 2d when they try to kill a target.
�������� �� ������
Record the expert’s
expert’s type (their specific area o expertise).
expertise) . Tey might be a Doctor ,
an Investigator , an Occultist , an Assass
an Assassin
in,, a Spy , etc.
An expert has quality equal
equal to your current crew ier +1. Teir scale is always
zero (1 person).
pers on). Your
Your experts increase in quality when your crew moves up in ier.
ier.
����� � �����
When you create a cohort, give them one or two edges and an equal number
o flaws.
E����
Fearsome: Te cohort is terriying
terri ying in aspect and reputation.
reputation.
Independent: Te cohort can be trusted to make good decisions and act on
F����
Principled: Te cohort has an ethic or values that it won’t betray.
Savage: Te cohort is excessively
excessively violent and cruel.
Unreliable: Te cohort isn’t always available, due to other obligations,
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��������� � �����
� �����
�
You can add an additional type to a gang or expert by spending two crew
upgrades. When a cohort perorms actions or which its types apply, it uses its
ull quality rating. Otherwise, its quality is zero.
zero. A given cohort can have up to
two types.
����� � ������
When you send a cohort to achieve a goal, roll their quality to
to see how it goes.
Or, a PC can oversee the maneuver by leading a group action. I you direct the
cohort with orders, roll C������. I you participate in the action alongside S
T
the cohort, roll the appropriate action. Te quality o any opposition relative to R
the cohort’s
cohort’s quality affects the position and effect o the action. O
H
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Te Bloodletters want to run the Grinders out o the alley where they’re
they’re selling C
spark. Tey send their gang o Tugs to go kick the Grinders out. Te GM rolls
2d or the Tugs’ quality, and gets a �. An hour later, the Tugs come back,
beaten and bloody. One o them looks sheepish, “Tose guys are tough, boss.”
(Te GM inflicts harm on the cohort, and they ailed their goal.)
Te next day, Arcy goes back and leads a group action, rolling her 3d in
S������� alongside the Tugs’ 2d. Arcy gets a � this time—they beat the tar
out o the Grinders and send them packing (at least or now).
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99
assas
assassins
sins
Killers or hire
You’re
ou’re proessional murderers—death
murderers—d eath is your business.
busine ss. In Duskwall,
Duskwal l, this means
me ans
extra trouble rom the spirit bells and vengeul ghosts. Be prepared!
When you play Assassins, you earn xp when you execute a successful accident,
accid ent,
disappearance, murder, or ransom operation.
Do you have any scruples when it comes to who you kill? Is everyone air game?
ASSASS
ASS ASSINS
INS UPGRADES
UPGR ADES
Assassin Rigging: You get 2 ree load worth o weapon or gear items. For
example, you could carry a pistol (a weapon) and burglary tools (gear)
( gear) or zero load.
Ironhook Contacts: Your effect ively +1 higher in prison. Tis counts or
Your ier is effectively
any ier-related
ier-related element in prison, including the incarceration
incarceration roll (see page 148 ).
Elite Skulks: All o your cohorts with the Skulks type get +1d to quality rolls
or Skulk-related actions.
Elite Tugs: All o your cohorts with the Tugs type get +1d to quality rolls
or Tug-related actions.
Hardened: Each PC gets +1 ������ box
box . Tis costs three upgrades to unlock,
not just one. Tis may bring a PC with 4 ������ back into play i you wish.
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ASSASSINS CLAIMS S
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training hagfish R
rooms
vice den fixer informants
farm
C
victim cover
turf lair turf
trophies operation
C��� R������: You get +1d to the I��������: You get +1d to healing
engagement roll or stealth plans. You treatment rolls. Te infirmary also has
can use blueprints and other documents beds or long-term convalescence.
to determine a good approach or
I���������: You get +1d to gather
infiltrations.
inormation or a score. Your eyes and
C���� I���������: You get +1d to ears on the streets are always on the
the engagement roll or deception and lookout or new targets.
social plans. False identities help conuse
P��������� R�����: Any time
the opposition.
during downtime, roll dice equal to your
C���� O��������: You get -2 ���� ier. You earn ���� equal to the highest
per score. he cover o a legitimate result, minus your ����. Some o the
operation helps deflect some o the heat locals are terrified o you and will gladly
rom law enorcement. pay or “protection.”
E����: You get +2 ���� in payoff or T������� R����: Your Skulks cohorts
scores that involve high-class clients. Tis get +1 scale. Extra training enables them
well-connected liaison will help arrange to fight like a larger gang.
or a better payoff rom rich clients.
V��� D��: Any time during downtime,
F����: You get +2 ���� in payoff or roll dice equal to your ier. You earn
scores that involve lower-class clients. ���� equal to the highest result, minus
Tis well-respected agent will help arrange your ����.
or a better payoff rom poorer clients.
V����� T�������: You get +1 rep per
H������ F���: When you use the score. Word o your grisly “collection” gets
reduce ���� downtime activity afer a around, and your boldness boosts your rep
score that involves killing, you get +1d to in the underworld.
the roll and quiet, convenient disposal o
any corpses you lef on the job.
101
ASSASSINS SPECIAL ABILITIES
������
Each PC may add +1 action rating to H���, P����, or S������� (up to a
max rating o 3).
Each player may choose the action they preer (you don’t all have to choose the
same one). I you take this ability during initial character and crew creation,
it supersedes the normal starting limit or action ratings.
����’� ����
Due to hard-won experience or occult ritual, your activities are hidden rom
the notice o the deathseeker crows. You don’t take extra ���� when killing is
involved on a score.
Te bells don’t ring at the crematorium when a member o your crew kills
someone. Do you have a “membership ritual” now that conveys this talent?
����������
Due to hard-won experience or occult ritual, you know the arcane method to
destroy a living victim’s spirit at the moment you kill them. ake 3 stress to
channel electroplasmic energy rom the ghost field to disintegrate the spirit and
body in a shower o sparking embers.
Tis ability activates at the moment o the target’s death (spend 3 stress then or
lose the opportunity to use it). It can only be triggered by a killing blow. Some
particularly powerul supernatural entities or specially protected targets may
be resistant or immune to this ability.
�� ������
When you keep an operation quiet or make it look like an accident, you get hal
the ��� value o the target (round up) instead o zero. When you end downtime
with zero ����, take +1 ���.
Tere are many clients who value quiet operations. Tis ability rewards you
or keeping a low-profile.
������
When you advance your ier, it costs half the ���� it normally would.
Who is your patron? Why do they help you?
���������
When you use a stealth or deception plan to commit murder, take +1d to the
engagement roll.
Tis ability applies when the goal is murder. It doesn’t apply to other stealth or
deception operations you attempt that happen to involve killing.
������
When you acquire or craf poisons, you get +1 result level to your roll. When
you employ a poison, you are specially prepared to be immune to its effects.
Te poison immunity lasts or the entire score, until you next have downtime.
102
S
N
I
S
ASSASSINS OPPORTUNITIES S
A
S
S
� wo euding noble houses put out the call or hired killers. A
� A ading noble house wants to exact revenge on their enemies list. :
W
E
R
� A grieving noble lord or lady wants revenge or a child killed in a legal duel. C
� A noble wants to eliminate their rival leviathan hunter captain beore the next hunt.
� A noble wants to clear the way or a lucrative marriage—kill the rival suitor.
A noble has been targeted by an underworld action and will pay a hey price to
�
eliminate the gang leader—with little understanding o the consequences.
A crime boss is acing serious charges and the inspector can’t be bought—kill
�
the witnesses.
Te new city official is extorting extreme bribes or looking the other way. It’s just
�
cheaper to kill them. You get several offers rom different gangs.
� Tree warring street gangs put out the call or hired killers.
A powerul crime boss is enjoying saety in the prison ward they control. Teir
�
rival wants you to get in there and take them out.
An underworld action member has vanished with the treasury. Find them and
�
kill them—and make it a good example or others.
� wo competing merchant houses put out a call or the assassination o their rival.
An intelligence agent has identified a key Doskvol official whose death will serve
�
a particular oreign interest.
� A cult requires a series o specific and bizarre killings to serve their dark rituals.
� A scorned lover wants their ormer partner (and their new paramour) dead.
� Several poor amilies offer you their combined savings to kill a cruel workhouse boss.
A strangely lucid ghost will lead you to their killer or revenge—and then to a
�
hidden treasure or your payment.
103
bravos
Mercenaries and thugs
Some crews plot and scheme, some crews sneak around, some crews get entangled
with the occult—you fight. Te fist and the blade are all you need.
When you play Bravos, you earn xp when you execute a successul battle,
extortion, sabotage, or smash & grab operation.
Are you brutal thugs, savvy sell-swords, or ruthless gangsters?
BRAVOS UPGRADES
Bravos Rigging: You get 2 ree load worth o weapon or armor items. For
example, you could carry a sword & pistol or wear normal armor or zero load.
Ironhook Contacts: Your ier is effectively +1 higher in prison. Tis counts or
any ier-related element in prison, including the incarceration roll (see page148 ).
Elite Rovers: All o your cohorts with the Rovers type get +1d to quality rolls
or Rover-related actions.
Elite Tugs: All o your cohorts with the Tugs type get +1d to quality rolls
or Tug-related actions.
Hardened: Each PC gets +1 ������ box . Tis costs three upgrades to unlock,
not just one. Tis may bring a PC with 4 ������ back into play i you wish.
104
S
O
V
A
BRAVOS CLAIMS R
B
:
W
E
terrorized protection R
barracks turf
citizens
informants
racket
C
fighting
turf lair turf turf
pits
105
BRAVOS SPECIAL ABILITIES
���������
Each PC may add +1 action rating to H���, S�������, or W���� (up to a
max rating o 3).
Each player may choose the action they preer (you don’t all have to choose the
same one). I you take this ability during initial character and crew creation,
it supersedes the normal starting limit or action ratings.
����� ��������
When you fight alongside your cohorts in combat, they get +1d or teamwork
rolls (setup and group actions). All o your cohorts get the Tugs type or ree
(i they’re already Tugs, add another type).
I you have the Elite Tugs upgrade, it stacks with this ability. So, i you had
an Adepts gang cohort, and the Elite Tugs upgrade, and then took Blood
Brothers, your Adepts would add the Tugs type and also get +1d to rolls
when they did Tug-type actions.
Tis ability may result in a gang with three types, surpassing the normal limit
o two.
���� �������
When you execute an assault plan, take +1d to the engagement roll.
Tis ability applies when the goal is to attack an enemy. It doesn’t apply to
other operations you attempt that happen to involve fighting.
������
Fear is as good as respect. You may count each ������ ����� as i it were turf .
Te maximum ������ ����� is 4. Regardless o how much tur you hold
(rom this ability or otherwise) the minimum ��� cost to advance your ier
is always 6.
������
When you advance your ier, it costs half the ���� it normally would.
Who is your patron? Why do they help you?
��� ����
When you’re at war (-3 action status), your crew does not suffer -1 hold and
PCs still get two downtime activities, instead o just one.
106
S
BRAVOS OPPORTUNITIES O
V
A
R
� A jeweler has set up shop nearby. Lots o tempting pieces or the grabbing. B
A local merchant is telling everyone that they “never capitulate to brutes” and urges
� :
� A tavern owner is plagued by rowdy brawls every night. Tey want an end to it.
A distillery fires all their Skovlander workers and reuses to pay their wages or time
�
already worked. Te Skovs are camped outside, demanding justice.
� A group o merchants are seeking mercenary muscle to dey the local gang payoffs.
Te Bluecoats have set up watchtowers and checkpoints to search people or weapons
�
and pad their arrest quotas.
� Te city council wants leg-breakers to put an end to unionizing among the dockers.
A noble has hired a small private army to guard their estate or some reason. Must be
�
something worth deending in there...
Te sparkwrights are building a loud, clanking machine in a tower across rom an
�
apartment building. Te tenants are outraged by the noise and smoke.
Ironhook is hiring toughs to provide security or a special expedition into the
�
deathlands. Te scavengers are all death-row convicts.
Skovlander soldiers have stolen an armed naval ship, and are assaulting cra in the
�
channel.
A rival gang keeps treasures rom their crimes out in the open in their lair, expecting
�
their earsome reputation to dissuade any potential robbery.
� A group o vigilantes has appeared, crippling anyone they deem to be “criminal scum.”
A vicious gang stalks the district, robbing with impunity and daring anyone to
�
challenge them.
A horde o hollows is loose in the underground canals, dragging people to watery
�
deaths and terrorizing the area, shutting down commerce and vice.
A gambling den operator needs a crew to make an example o a high-roller who
�
skipped out on a huge debt.
For any opportunity above, consider a Battle, Extortion, Sabotage, or Smash &
Grab operation. o twist an opportunity or add additional elements, roll on the
score generator tables on pages 306 -309.
107
cult
Acolytes o a orgotten god
You heard the secret voice calling in the darkness. You obeyed. You are its
instrument—and the world shall bow beore its glory, or burn.
When you play a Cult, you earn xp when you advance the agenda of your deity
or embody its precepts in action. Instead o hunting grounds, you have sacred
sites that you use or your operations.
CULT UPGRADES
Cult Rigging: You get 2 ree load worth o document or implement items. For
example, you could carry a proane book o curses and a demon’s hand or zero load.
Ritual Sanctum in Lair: Tis counts as a sacred and arcane workshop or
occult practices and rituals.
Elite Adepts: All o your cohorts with the Adepts type get +1d to quality rolls
or Adept-related actions.
Elite Tugs: All o your cohorts with the Tugs type get +1d to quality rolls
or Tug-related actions.
Ordained: Each PC gets +1 ������ box . Tis costs three upgrades to unlock,
not just one. Tis may bring a PC with 4 ������ back into play i you wish.
108
T
L
CULT CLAIMS U
C
:
W
E
ancient ancient R
cloister vice den offertory
obelisk tower
C
A������ A����: You get +1d to the O��������: You get +2 ���� in your
engagement roll or occult plans. Its payoff or scores that involve occult
blessing is with you. operations. Te rightened locals offer
A������ G���: Sae passage in the
you tribute when you perorm your dark
deathlands. When you leave the city practices. Tey don’t want to be next.
through this gate, the spirits o the S��������: +1d to C������ and
deathlands will not molest you unless S��� rolls on-site. Your sanctuary
directly provoked. maintains its effect as long as your deity
A������ O������: -1 stress cost or
is well-pleased with your service.
all arcane powers and rituals. Tis effect S����� W���: You get +1d to A�����
applies to all cultists, everywhere—so rolls on-site. A spirit well draws ghosts
long as the deity is well-pleased. You and other things to its power, which you
don’t have to be on-site at the obelisk to harness to aid your arts.
benefit rom its power. S����� N����: You get +1d to
A������ T����: You get +1d to healing treatment rolls. Ancient arcane
C������ with arcane entities on-site. energy seeps into the wounded here,
Tis tower was prepared by sorcery rom speeding their recovery, and marking
the pre-cataclysm and acts as an arcane them consecrated by its power.
lens to ocus eldritch energy across the V��� D��: Any time during downtime,
black mirror into the void. roll dice equal to your ier. You earn
C�������: Your Adept cohorts get ���� equal to the highest result, minus
+1 scale. More room or hopeul novices your ����.
desperate to pledge their service.
109
CULT SPECIAL ABILITIES
������
Each PC may add +1 action rating to A�����, S����, or S��� (up to a max
rating o 3).
Each player may choose the action they preer (you don’t all have to choose the
same one). I you take this ability during initial character and crew creation,
it supersedes the normal starting limit or action ratings.
��������
You gain +1d to resistance rolls against supernatural threats. You get +1d to
healing rolls when you have supernatural harm.
����� �� ��������
You may use teamwork maneuvers with any cult member, regardless o the
distance separating you. By taking 1 stress, your whispered message is heard
by every cultist.
By what occult means does your teamwork maniest over distance? How is it
strange or disturbing? By what ritualistic method are cult members initiated
into this ability?
����������
Each PC gains an additional vice : Worship. When you indulge this vice and
bring a pleasing sacrifice, you don’t overindulge i you clear excess stress. In
addition, your deity will assist any one action roll you make—rom now until
you indulge this vice again.
What sort o sacrifice does your deity find pleasing?
����� ���������
Your deity sometimes maniests in the physical world. Tis can be a great boon,
but the priorities and values o a god are not those o mortals. You have been
warned.
������ �� �����
Each human sacrifice yields -3 stress cost or any ritual you perorm.
For details on Rituals, see page 222.
��������
Your cohorts have abandoned their reason to devote themselves to the cult. Tey
will undertake any service, no matter how dangerous or strange. Tey gain +1d
to rolls when they act against enemies o the aith.
110
CULT OPPORTUNITIES T
L
A student at Doskvol Academy publishes a treatise claiming your god is a corrupted U
�
translation o an even more ancient god. C
It has become trendy or young people o high society to pretend to swoon and have
� :
� Te murder o a noble has signs and sigils o your god le at the crime scene.
Local citizens in the area around your lair have started working together at odd
�
times, in a trance, constructing something alien out o strange debris.
A trio o ormidable ghosts arrive at your lair and announce themselves as the true
�
ancient masters o your cult.
� Te anointed champion o a rival cult challenges your chosen one to deadly combat.
Te Spirit Wardens intend to revive an ancient barbarism and burn a “witch” in the
�
public square. Your god orbids this to occur, now or ever.
A moldy tome has been recovered rom the bag o a ycherosi vagrant: it contradicts
�
some vital tenet o your cult’s doctrine.
A wealthy cult offers you riches (coin, claim, cohort, etc.) to abandon your aith and
�
enter into their congregation.
A leviathan hunter ship returns to port, devoid o crew or any items save one thing: a
�
huge pyramid o alien metal, thrumming with the secret name o your god.
A gang o thugs is having serious mystical problems rom a rival group. Tey hire
�
you to put an end to it.
Blessed coins placed in the mouths o the aithul dead allow ghosts to return even
�
aer the Spirit Wardens have seen to them. Who is doing this? How?
� Your altars crumble, your artiacts crack. Demonstrate your true aith, or despair.
111
hawkers
Vice dealers
All o Doskvol craves escape. Tey can’t go outside... but they can turn to you.
When you play Hawkers, you earn xp when you acquire new product supply,
execute clandestine or covert sales, or secure new sales territory. Instead o
hunting grounds, you have a sales territory where you sell your product.
What’s your product? Who’s your supplier? Where and how do you sell it?
supplier relations with a social event. partner with a gang o tough thugs?
HAWKERS UPGRADES
Hawker Rigging: One carried item is concealed and has no load. For example,
you could carry a load o drugs or a weapon, perectly concealed, or zero load.
Ironhook Contacts: Your ier is effectively +1 higher in prison. Tis counts or
any ier-related element in prison, including the incarceration roll (see page148 ).
Elite Rooks: All o your cohorts with the Rooks type get +1d to quality rolls
or Rook-related actions.
Elite Tugs: All o your cohorts with the Tugs type get +1d to quality rolls
or Tug-related actions.
Composed: Each PC gets +1 stress box . Tis costs three upgrades to unlock,
not just one.
112
S
R
E
K
W
HAWKERS CLAIMS A
H
:
W
E
personal local R
turf
clothier graft
lookouts informants C
luxury
turf turf lair turf
venue
C���� I���������: You get +1d to L�������: You get +1d to H��� or
the engagement roll or deception S����� on your tur.
and social plans. False identities help L����� V����: +1d to C������
conuse the opposition. and S��� rolls on-site. Silks, paintings,
C���� O��������: You get -2 ���� and crystal impress the clientele.
per score. Te cover o a legitimate P������� C�������: You get +1d
operation helps deflect some o the heat to the engagement roll or social
rom law enorcement. plans. You always arrive on the scene
F������ M�����: Any time during in the most current and alluring ashion.
downtime, roll dice equal to your ier. S������ C����: You get +2 ���� in
You earn ���� equal to the highest payoff or scores that involve product
result, minus your ����. Some o your sale or supply. You have an abundance
product makes its way out o the city. o product, which pads your pockets
I���������: You get +1d to gather every now and then.
inormation or a score. Your eyes and V��� D��: Any time during downtime,
ears on the streets are always on the roll dice equal to your ier. You earn
lookout or new clients. ���� equal to the highest result, minus
L���� G����: You get +2 ���� in your ����. Is this claim a den you’ve
payoff or scores that involve a show o overtaken rom another purveyor, or a
orce or socializing. A ew city officials new establishment replacing something
share bribe money with those who show else?
that they’re players on the scene.
113
HAWKER SPECIAL ABILITIES
������ �������
Each PC may add +1 action rating to C������, C������, or S��� (up to
a max rating o 3).
Each player may choose the action they preer (you don’t all have to choose the
same one). I you take this ability during initial character and crew creation,
it supersedes the normal starting limit or action ratings.
������
Sometimes riends are as good as territory. You may treat up to three +3 faction
statuses you hold as i they are turf .
I your status changes, you lose the tur until it becomes +3 again. Regardless
o how much tur you hold (rom this ability or otherwise) the minimum ���
cost to advance your ier is always 6.
����� ������
Trough arcane ritual or hard-won experience, you have discovered how to
prepare your product or sale to ghosts and/or demons. Tey do not pay in coin.
What do they pay with?
Te GM will certainly have an idea about how your strange new clients pay,
but jump in with your own ideas, too! Tis ability is usually a big shif in the
game, so talk it out and come up with something that everyone is excited
about. I it’s a bit mysterious and uncertain, that’s good. You have more to
explore that way.
������
Your gang members use your product. Add the savage, unreliable, or wild flaw
to your gangs to give them +1 quality (max rating o 4).
������
When you advance your ier, it costs half the ���� it normally would.
Who is your patron? Why do they help you?
114
S
R
E
HAWKER OPPORTUNITIES K
W
A taste-making dilettante noble is slumming in your area with their coterie o A
�
sycophants, looking or “the next exciting thing.” H
A knock-off product shows up on the streets and undercuts your price. Is your
� :
A masked figure will pay you well or the opportunity to discreetly kill one o your
�
regulars while they’re... distracted.
A city council member is considering a total ban on an illicit product—they might
�
be persuaded to make it yours, driving demand sky-high.
Te gang who operated your territory years ago is back rom the Dagger Isles and
�
expects to get back to business as usual.
A Bluecoat killed their last dealer or “pushing their relationship too ar,” and comes
�
to the crew or an alternate source.
Te smugglers in your supply chain want to cut out all intermediaries and deal with
�
you directly.
A legendary rip-off man and their crew are hitting stash houses. Now a bounty has
�
been put on their head—can you claim it?
A brutal gang o savage killers has wiped out a rival’s vice den. Now they want you to
�
step in and run it or them.
Te cult o a orgotten god approaches you with an offer o partnership: they can
�
make your product much more appealing in exchange or... special considerations.
A fiery street-crier rails against your product and drives down demand. But you
�
think you recognize them as a customer...
A new vice gang is making really smart, savvy moves. Rumor is, they’re guided by
�
the ghost o a legendary street operator.
� Ghosts o ormer customers are suddenly drawn back to you, demanding their fix.
An arcane killer is targeting vice-users and dealers, leaving their hollowed shells
�
wandering the streets.
An inamous leviathan hunter has tastes that... you probably don’t usually provide
�
or. But she’s willing to pay very well.
For any opportunity above, consider a Sale, Supply, Show o Force, or Socialize
operation. o twist an opportunity or add additional elements, roll on the score
generator tables on pages 306 -309.
115
shadows
Tieves and spies
Everyone wants something that they can’t have. Tat’s where you come in.
When you play Shadows, you earn xp when you execute a burglary, espionage,
robbery, or sabotage operation.
Do you spy and steal primarily to serve your own interests, or do you sell your
services to whoever will pay?
SHADOWS UPGRADES
Tief Rigging: You get 2 ree load worth o tool or gear items. For example, you
could carry burglary gear and tinkering tools or zero load.
Underground Maps and Passkeys: You have easy passage through the
underground canals, tunnels, and basements o the city.
Elite Rooks: All o your cohorts with the Rooks type get +1d to quality rolls
or Rook-related actions.
Elite Skulks: All o your cohorts with the Skulks type get +1d to quality rolls
or Skulk-related actions.
Steady: Each PC gets +1 stress box . Tis costs three upgrades to unlock, not
just one.
116
S
W
O
D
A
SHADOWS CLAIMS H
S
:
W
E
interrogation loyal gambling R
chamber
turf
fence den
tavern C
C����� D���: You get +2 ���� in I���������: You get +1d to gather
payoff or scores that involve espionage inormation or a score. Your eyes and
or sabotage. he perect hidden ears on the streets are always on the
exchange point is worth the extra coin lookout or new targets.
to discerning clientele.
I������������ C������: You get
D��� D��: Any time during downtime, +1d to C������ and S��� on-site.
roll dice equal to your ier. You earn Grisly business, but effective.
���� equal to the highest result, minus
L�������: You get +1d to H��� or
your ����. What’s the drug o choice?
S����� on your tur.
G������� D��: Any time during
downtime, roll dice equal to your ier. L���� F����: You get +2 ���� in
You earn ���� equal to the highest payoff or scores that involve burglary
result, minus your ����. Cards, dice, or robbery. It requires a skilled eye and
or something more unusual on offer? good contacts to move stolen goods.
H������ F���: When you use the S����� P�������: You get +1d to
reduce ���� downtime activity afer a the engagement roll or stealth plans.
score that involves killing, you get +1d You might have access to long-orgotten
to the roll and quiet, convenient disposal underground canals, roofop walkways,
o any corpses you lef on the job. or some other route o your choosing.
I��������: You get +1d to healing T�����: You get +1d to C������
treatment rolls. Te infirmary also has and S��� rolls on-site. Some booze and
beds or long-term convalescence. riendly conversation can go a long way.
117
SHADOWS SPECIAL ABILITIES
�������� ������
Each PC may add +1 action rating to P����, F������, or T����� (up to a
max rating o 3).
Each player may choose the action they preer (you don’t all have to choose the
same one). I you take this ability during initial character and crew creation,
it supersedes the normal starting limit or action ratings.
����� ������
From weird experience or occult ritual, all crew members gain the ability to see
and interact with the ghostly structures, streets, and objects within t he echo o
Doskvol that exists in the ghost field.
You might explore the echo o an ancient building, crumbled to dust in the
real world, but still present in the ghost field; or discern the electroplasmic
glow o treasures lost in the depths o the canals; or use a sorcerous ghost door
rom the pre-cataclysm to infiltrate an otherwise secure location; etc. Te GM
will tell you what echoes persist nearby when you gather inormation about
them. You might also undertake investigations to discover particular echoes
you hope to find.
���� ����
Your lair is a jumble o stolen items. When you roll to acquire an asset, take +1d.
Tis ability might mean that you actually have the item you need in your pile
o stuff, or it could mean you have extra odds and ends to barter with.
������
When you advance your ier, it costs half the ���� it normally would.
Who is your patron? Why do they help you?
������ �����
When you execute a clandestine infiltration, you get +1d to the engagement roll.
��������
When you roll entanglements, roll twice and keep the one you want. When you
reduce ���� on the crew, take +1d.
Te GM might sometimes want to choose an entanglement instead o rolling.
In that case, they’ll choose two and you can pick between them.
������������
When you perorm a group action, you may count multiple 6s rom different
rolls as a �������� success.
For example, Lyric leads a group action to A����� to the ghost field to
overcome a magical ward on the Dimmer Sisters’ door. Emily, Lyric’s player,
rolls and gets a � , and so does Matt! Because the crew has Synchronized, their
two separate �s count as a �������� success on the roll.
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S
W
SHADOWS OPPORTUNITIES O
D
A
H
� A local art dealer announces an exhibition o rare ancient Iruvian jewelry. S
Te Path o Echoes needs a specific body purloined rom the crematorium beore it’s
� :
� A ghost wants you to secure the rest o their precious collection o worldly things.
A master assassin has come out o retirement or one more job. Many would pay well
�
to know who their target is.
Te black sheep o a noble amily wants their revenge, and the deed to the ancestral
�
estate is the key.
� A drug gang wants to obtain the secret ormula or their rival’s popular new product.
Strange artiacts were recovered rom the Void Sea. Tey’re held at Bellweather or
�
analysis by the Spirit Wardens.
Rumors o war, aren’t there always? Plant a damning paper trail in the office o the
�
ambassador.
Anti-Imperial agents are passing inormation while on the trains. Intercept their
�
communiques.
A proessor in Sparkwright ower wants their rival’s research notes. Make it look like
�
a common burglary.
A Bluecoat squad doesn’t want to make a very dangerous arrest. Steal the evidence
�
rom the Inspector’s sae.
A damning piece o evidence against a vulnerable crime lord is held in a bank vault
�
until trial.
A client seeks the source o altered texts sold to academy students that are driving
�
them to madness and murder.
A desperate Inspector needs you to plant evidence to bring down a demon-corrupted
�
Spirit Warden.
A circus is in town, eaturing strange creatures and mysterious animals. A client
�
would pay well or a new pet.
Only one gang member survived their botched job. Can you clean the bloody scene
�
beore the authorities arrive?
119
smugglers
Contraband transporters
Illicit goods are the lie-blood o Duskwall—both or those who consume them and
those who profit rom their taxation and criminalization. Smugglers keep the city alive.
When you play Smugglers, you earn xp when you execute a smuggling
operation or acquire new clients or contraband sources . Instead o hunting
grounds, you have cargo types that you use or your operations.
What kind o contraband do you transport? Do you have any rules about what
you will or won’t carry?
SMUGGLERS UPGRADES
Smuggler Rigging: wo o your carried items are perectly concealed. You could
carry 1 load o contraband and a pistol, perectly concealed, even against a pat down.
Camouflage: Your vehicles are perectly concealed when at rest. Tey blend in
as part o the environment, or as an uninteresting civilian vehicle (your choice).
Elite Rovers: All o your cohorts with the Rovers type get +1d to quality rolls
or Rover-related actions.
Barge: Add mobility to your lair. You can move it to a new location as a
downtime activity.
Steady: Each PC gets +1 stress box . Tis costs three upgrades to unlock, not just one.
Vehicle: All smugglers start with a vehicle. When the vehicle is upgraded (two
boxes), it also gets armor.
120
S
R
E
L
G
G
U
SMUGGLERS CLAIMS M
S
:
W
E
side luxury R
turf
business fence
vice den tavern C
ancient
turf lair turf turf
gate
secret cover
informants fleet warehouses
routes operation
A������ G���: Sae passage in the S��� B�������: Any time during
deathlands. When you leave the city downtime, roll dice equal to your ier.
through this gate, spirits in the deathlands You earn ���� equal to the highest
will not molest you unless directly provoked. result, minus your ����. What kind
C���� O��������: You get -2 ����
o legitimate business is this? How do
per score. What’s your cover? Who did you get paid in secret?
you seize it rom? T�����: You get +1d to C������
F����: Your cohorts have their own
and S��� rolls on-site. Some booze and
vehicles. Each cohort has a common riendly conversation can go a long way.
vehicle, with quality equal to your ier. V��� D��: Any time during downtime,
I���������: You get +1d to gather
roll dice equal to your ier. You earn
���� equal to the highest result, minus
inormation or a score. Your eyes and
ears on the streets are always on the your ����. Perhaps you sell some o
lookout or new clients. the contraband you smuggle here? Or
do you not mix your operations?
L����� F����: You get +2 ���� in
W���������: You get +1d to acquire
payoff or scores that involve high-
class targets. It requires a skilled eye and asset rolls. You have space to hold all the
good contacts to move hot luxury goods. various items and supplies you end up
with rom your smuggling runs. Tey
S����� R�����: You get +1d to can be useul on their own or or barter
the engagement roll or transport when you need it.
plans. You might have access to long-
orgotten underground canals, dark
streets normally hidden behind debris,
or some other route o your choosing.
121
SMUGGLERS SPECIAL ABILITIES
���� ���� �� ��� ������
Create one o your vehicles as a cohort (use the vehicle edges and flaws, below).
Its quality is equal to your ier +1. Te vehicle can use teamwork actions (using
quality or rolls). A vehicle can’t lead a group action, but may participate.
V������ E���� V������ F����
Nimble: Te vehicle handles easily. Costly: Te vehicle costs 1 ���� per
Simple: Te vehicle is easy to repair. eatures. ake +1 ���� when you use
Remove all o its harm during it on a score.
downtime. Finicky: Te vehicle has quirks that
��� �����
During downtime, one o your cohorts may perorm a downtime activity or
the crew to acquire an asset, reduce ����, or work on a long-term project.
����� �������
From harsh experience or occult ritual, all crew members are immune to
possession by spirits, but may choose to “carry” a ghost as a passenger within
their body.
What do you do to “carry” a spirit? Must the spirit consent, or can you use
this ability to trap an unwilling spirit within?
�������
When you go into conflict aboard a vehicle, you gain +1 effect or vehicle damage
and speed. Your vehicle gains armor.
I your vehicle already has armor, this ability gives an additional armor box.
���������
Each PC may add +1 action rating to F������, P����, or S������� (up to
a max rating o 3).
Each player may choose the action they preer (you don’t all have to choose the
same one). I you take this ability during initial character and crew creation,
it supersedes the normal starting limit or action ratings.
122
S
R
E
L
G
SMUGGLERS OPPORTUNITIES CONTRABAND / CARGO G
U
Skovlander insurrectionists need supplies or their
� Escaped Prisoners, Spies M
�
campaign o terror attacks against city institutions. (orbidden) S
Union organizers want to arm actory workers in advance
� � Workers Fleeing :
123
CHAPTER 4
the score
Murder or hire, brutal extortion, dark rituals, illicit deals, smuggling runs, thievery
in the shadows—these are the exploits o the scoundrels o Duskwall—the only
chances lef or those pushed to the margins and denied the privileges o the corrupt
and predatory elite.
In Blades in the Dark, we play to find out i a fledgling crew o scoundrels can
prosper in the underworld o a haunted city—and that prosperity depends upon
their criminal endeavors, which we call scores.
A score is a single operation with a particular goal: burgle Lord Strangord’s manor,
assassinate the Severosi diplomat, smuggle a strange artiact rom the deathlands
into the city , etc. Usually, a score will all into one o three categories:
A criminal activity , determined by your crew type. An assassination, burglary,
illicit vice deal, etc. (Crew types and their primary scores are detailed in
Chapter 3, starting on page 91.)
Seizing a claim that you choose rom your crew’s claim map. Claims help your
crew grow and develop. See page 46 or more details.
A special mission or goal determined by the players (like getting a rare artiact
to empower one o the Whisper’s rituals).
A score can be long and involved or short and sweet. Tere might be lots o rolls
and trouble, or just a ew actions to resolve it. Play to find out what happens! A
score doesn’t need to fill one session o play every time. Let it be however long it is.
Te PCs can set up a new score by choosing a target (rom their claims or the
action list, or example), by approaching a potential client and asking or work,
or by being contacted by an NPC who needs to hire a crew or a job.
A score consists o a ew key elements, detailed in this chapter: planning &
engagement , flashbacks, and teamwork .
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4
planning & engagement
Your crew spends time planning each score. Tey huddle around a flickering lantern
in their lair, looking at scrawled maps, whispering plots and schemes, bickering about
the best approach, lamenting the dangers ahead, and lusting afer stacks o coin.
But you, the players, don’t have to do the nitty-gritty planning. Te characters
T
take care o that, off-screen. All you have to do is choose what type of plan the U
O
characters have already made. Tere’s no need to sweat all the little details and try D
to cover every eventuality ahead o time, because the engagement roll (detailed A
O
on the next page) ultimately determines how much trouble you’re in when the L
,
plan is put in motion. No plan is ever perect. You can’t account or everything. Tis S
N
system assumes that there’s always some unknown actors and trouble—major A
L
or minor—in every operation; you just have to make the best o it. P
Tere are six different plans, each with a missing detail you need to provide (see
the list below). o “plan an operation,” simply choose the plan and supply the detail.
Ten the GM will cut to the action as the first moments o the operation unold.
transport Carry cargo or people through danger. Detail: Te route & means.
THE DETAIL
When you choose a plan, you provide a missing detail, like the point o attack,
social connection, etc. I you don’t know the detail, you can gather information
in some way to discover it. See page 36.
ITEM LOADOUTS
Afer the plan and detail are in place, each player chooses their character’s load.
Tis indicates how much stuff they’re carrying on the operation. Tey don’t
have to select individual items—just the maximum amount they’ll have access
to during the action. For more details, see page 57.
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4
ENGAGEMENT ROLL
Once the players choose a plan and provide its detail, the GM cuts to the action—
describing the scene as the crew starts the operation and encounters their first
obstacle. But how is this established? Te way the GM describes the starting
situation can have a huge impact on how simple or troublesome the operation
turns out to be. Rather than expecting the GM to simply “get it right” each time,
we use a dice roll instead. Tis is the engagement roll.
Te engagement roll is a fortune roll, starting with 1d for sheer luck . Modiy
the dice pool or any major advantages or disadvantages that apply.
M���� A��������� / D������������
Is this operation particularly bold or daring? ake +1d. Is this operation overly
complex or contingent on many actors? ake -1d.
Does the plan’s detail expose a vulnerability o the target or hit them where
they’re weakest? ake +1d. Is the target strongest against this approach, or do
they have particular deenses or special preparations? ake -1d.
Can any o your friends or contacts provide aid or insight or this operation?
ake +1d. Are any enemies or rivals interering in the operation? ake -1d.
Are there any other elements that you want to consider? Maybe a lower-ier
target will give you +1d. Maybe a higher-ier target will give you -1d. Maybe
there’s a situation in the district that makes the operation more or less tricky.
Te engagement roll assumes that the PCs are approaching the target as
intelligently as they can, given the plan and detail they provided, so we don’t need
to play out tentative probing maneuvers, special precautions, or other ponderous
non-action. Te engagement roll covers all o that. Te PCs are already in action,
acing the first obstacle—up on the roofop, picking the lock on the Dimmer
Sisters’ window; kicking down the door o the Billhooks’ lair; maneuvering to
speak with Lord Strangord at the masquerade party; etc.
Don’t make the engagement roll and then describe the PCs approaching the
target. It’s the approach that the engagement roll resolves. Cut to the action that
results because o that initial approach—to the first serious obstacle in their path.
Te first obstacles at the Dimmer Sisters’ house are their cunning locks and
magical traps. Te engagement roll puts us on the roo outside a window, as
the PCs attempt to silently and careully break into the attic.
Te PCs have kicked down the door and swarmed into the ront room o the
Billhooks’ lair, weapons flashing, into the swirl o the melee with the first guards.
Te PCs have socialized politely at the party, maneuvering into position to
have a private word with Lord Strangord. As a group o young nobles leave
his side, the PCs step up and engage him in conversation.
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4
ENGAGEMENT ROLL
1d or sheer luck. C�������: Exceptional result. You’ve
already overcome the first obstacle and
you’re in a controlled position for what’s next.
+1d or each M����
+ �: Good result. You’re in a controlled
A��������.
position when the action starts. L
L
O
-1d or each M����
�/�: Mixed result. You’re in a risky R
- position when the action starts. T
D�����������. N
�-�: Bad result. You’re in a desperate E
M
position when the action starts. E
G
A
G
N
E
I the players want to include a special preparation or clever setup, they can do
so with flashbacks during the score. Tis takes some getting used to. Players may
balk at first, worried that you’re skipping over important things that they want
to do. But jumping straight into the action o the score is much more effective
once you get used to it. When they see the situation they’re in, their “planning”
in flashbacks will be ocused and useul, rather than merely speculations on
circumstances and events that might not even happen.
��������
Te outcome o the engagement roll determines the position or the PCs’ initial
actions when we cut to the score in progress. A �-� means a desperate position.
A �/� is a risky position. A � yields a controlled position. And a ��������
carries the action beyond the initial obstacle, deeper into the action o the score.
No matter how low-ier or outmatched you are, a desperate position is the worst
thing that can result rom the plan + detail + engagement process. It’s designed this
way so the planning process matters, but it doesn’t call or lots o optimization or
nitpicking. Even i you’re reckless and just dive in and take your chances, you can’t
get too badly burned. Plus, you might even want those desperate rolls to generate
more xp or the PCs, which helps to bootstrap starting characters into advancement.
When you describe the situation afer the roll, use the details o the target to paint
a picture o the PCs’ position. How might the strange, occult Dimmer Sisters
present a desperate position or burglars? How might the violent and ruthless
Billhooks present a risky threat to assaulting thugs? How might the vain and
pompous Lord Strangord present a controlled opportunity or a manipulative
scoundrel? Use this opportunity to show how the PCs’ enemies are dangerous
and capable—don’t characterize a bad engagement roll as a ailure by the PCs, or
they won’t trust the technique in the uture. Sure, things are starting out desperate
here against the creepy Dimmer Sisters, but you’re just the type o scoundrels
who are daring enough to take them on. Let’s get to it.
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4
���������� ��������
Infiltrating the Dimmer Sisters’ House
Te crew o Shadows has a plan and detail that doesn’t give any modifiers in
this case (the Sisters aren’t particularly strong or weak against a stealth plan).
Te crew does have help rom their contact Dowler, an explorer o Duskwall,
who just happens to have scoped out the roofop o the Sisters’ house beore.
Te crew gets +1d or his help. Tat gives them 2d total to roll and... it’s a �.
Oh well! It’s a desperate start or their infiltration.
Te GM thinks about how the arcane Dimmer Sisters might pose a desperate
threat to burglars, and seizes on the obvious: the seemingly ordinary window
lock that’s the first obstacle to their infiltration is protected by a magical ward.
“So, who’s inkering with the lock? Tis is desperate, so the consequence
obviously will be setting off the alarm. Plus maybe something else rom the
magic. Maybe this should be a group action...”
Notice how the GM skipped past the approach to the roofop and the attic
window. She already knew that the PCs were sneaking in via the roo (that
was their detail or the plan), so she cut to the first obstacle: a warded lock.
Tis skips past a conversation about exactly where to enter, probing around
or a perect option, debating the merits o a window versus a chimney, etc.
Te engagement roll covers all that, and then deposits the PCs mid-action,
carrying out their best shot at sneaking in. Te players can’t “back out” and try
a different window—the engagement roll has placed them here. I they want
to have prepared something or an arcane ward, it’s just a flashback away...
130
4
Te GM sets out clocks to track casualties on both sides, plus another one or
the eventual Bluecoat response to the fight, and then it’s risky S������� rolls
around the table as the PCs crash headlong into the ray.
LINKED PLANS
Sometimes an operation seems to call or a couple o plans linked together. A
common scenario is a team that wants a two-pronged approach. “You create a
diversion at the tavern, and when they send thugs over there, we’ll break into
their lair.” Tere are two ways to handle this.
�. Te diversion is a setup maneuver that a team member perorms as part o the
plan. (See eamwork , page 134, or details.) A successul setup maneuver can
improve position or teammates (possibly offsetting a bad engagement roll) or
give increased effect. An unsuccessul setup maneuver might cause trouble or the
second part o the plan—an easy consequence is to give the engagement roll -1d.
I it makes sense, the team member who perormed the setup can drif back into
the main operation and join the team later so they don’t have to sit out and wait.
�. Te diversion is its own plan, engagement, and operation, whose outcome creates
the opportunity or a uture plan. Use this option when the first part o the plan is
required or the next part to happen at all. For example, you might execute a stealth
plan to steal an artiact rom the Museum o the Ancients, then later use that artiact
in an occult plan to consecrate a temple or your orgotten god. In this case, you go
into downtime (and payoff, ����, etc.) afer the first part o the plan, as normal.
Either approach is fine. It’s usually a question o interest. Is the linked plan idea
interesting enough on its own to play out moment by moment? Is it required
or the second plan to make sense? I so, make it a separate operation. I not,
just use a setup maneuver.
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4
FLASHBACKS
Te rules don’t distinguish between actions perormed in the present moment
and those perormed in the past. When an operation is underway, you can invoke
a flashback to roll or an action in the past that impacts your current situation.
Maybe you convinced the district Watch sergeant to cancel the Bluecoat patrol
tonight, so you make a S��� roll to see how that went.
Te GM sets a stress cost when you activate a flashback action.
0 S�����: An ordinary action or which you had easy opportunity. Te Cutter
C�������� with her riend Chael to agree to arrive at the dice game ahead o
time, to suddenly spring out as a surprise ally.
1 S�����: A complex action or unlikely opportunity. Te Hound F�������
his pistols into a hiding spot near the card table so he could retrieve them afer
the pat-down at the ront door.
2 (�� ����) S�����: An elaborate action that involved special opportunities
or contingencies. Te Whisper has already S������ the history o the property
and learned o a ghost that is known to haunt its ancient canal dock—a ghost
that can be compelled to reveal the location o the hidden vault.
Afer the stress cost is paid, a flashback action is handled just like any other action.
Sometimes it will entail an action roll, because there’s some danger or trouble
involved. Sometimes a flashback will entail a ortune roll, because we just need
to find out how well (or how much, or how long, etc.). Sometimes a flashback
won’t call or a roll at all because you can just pay the stress and it’s accomplished.
I a flashback involves a downtime activity, pay 1 ���� or 1 ��� or it, instead
o stress. (See page 153 or details about downtime.)
One o the best uses or a flashback is when the engagement roll goes badly.
Afer the GM describes the trouble you’re in, you can call or a flashback to a
special preparation you made, “just in case” something like this happened. Tis
way, your “flashback planning” will be ocused on the problems that do happen,
not the problems that might happen. For more on this, see Act Now, Plan Later
on page 185.
������ �� ����������
A flashback isn’t time travel. It can’t “undo” something that just occurred in the
present moment. For instance, i Inspector Helker conronts you about recent
thefs o occult artiacts when you’re at Lady Bowmore’s party, you can’t call
or a flashback to assassinate the Inspector the night beore. She’s here now,
questioning you—that’s established in the fiction. You can call or a flashback to
show that you intentionally tipped off the inspector so she would conront you
at the party—so you could use that opportunity to impress Lady Bowmore with
your aplomb and daring.
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4
FLASHBACK EXAMPLES
“I want to have a flashback to earlier that night, where I sneak into the stables
and eed fireweed to all their goats so they’ll go berserk and create a distraction
or our infiltration.”
“Ha! Nice. Okay, that’s seems a bit tricky, dealing with ornery goats and all...
1 stress.”
“Should I roll Prowl to sneak in and plant it?”
“Nah. Teir goat stable security amounts to a stable boy who is usually asleep S
K
anyway. You can easily avoid their notice.” C
A
“So it just works?” B
H
S
“Eh... not so ast. When you want the distraction to hit, let’s make a ortune A
L
roll to see how crazy the Fireweed Goat Maneuver gets. Tree dice.” F
�
“Te engagement roll is... a �. Looks like a desperate situation or you! Hmmm.
Okay, so you’re inside the Grinders’ compound at the docks, slipping up through
the shadows next to some huge metal storage tanks. But then all the electric
lights come on. Te big metal warehouse door rolls open, and you hear a heavy
wagon coming in through the gate. Looks like they’re getting a delivery right
now, and a bunch o Grinders are out to receive it. Tey’re about to be on top
o you. What do you do?”
“Hang on, I want to have a flashback.”
“Okay, or what?”
“Uh. Something... helpul? Damn, I don’t know what that would be. Anyone
have ideas?”
“Oh, what i you Consorted with your docker riends yesterday and they
blabbed about this delivery, so we rigged it with a bomb.”
“Oh man, that’s hilarious. But kind o nuts. I guess 2 stress or that?”
“Sounds good. But let’s make that Consort roll and see i your docker riends
made any demands or complicated anything or you. Ten we need to find
out how well this bomb works. Who was in charge o that?”
“I did it. I’ll roll inker to set the use just right. Hopeully.”
GIVING UP ON A SCORE
When you give up on a score, you go into downtime . Follow the phases or
downtime presented in the next chapter. You’ll usually have zero payoff , since you
didn’t accomplish anything. You’ll still ace ���� and entanglements as usual.
For more on this, see the Downtime chapter, starting on page 145.
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4
teamwork
TEAMWORK
When the team o PCs works together, the characters have access to our special
teamwork maneuvers. Tey’re listed at the bottom o the character playbook
sheets to help remind the players o them. Te our maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will ollow through on your action.
������
When you assist another player who’s rolling, describe what your character does
to help. ake 1 stress and give them +1d to their roll. You might also suffer any
consequences that occur because o the roll, depending on the circumstances.
Only one character may assist a given roll. I you really want to help and someone
else is already assisting, consider perorming a setup maneuver instead.
A character may assist a group action, but only i they aren’t taking part in it
directly. You decide which character in the group action gets the bonus die.
134
4
�������
You step in to ace a consequence that one o your teammates would otherwise
ace. You suffer it instead of them. You may roll to resist it as normal. Describe
how you intervene.
Bazso Baz decides to punch Canter’s ace in to make an example out o him
in ront o his gang. Arcy sees it coming, though, and moves in to take the
blow rom Baz’s vicious right hook. Sean (Arcy’s player) rolls Arcy’s P������
attribute to resist, suffering 2 stress and reducing the harm to a level 2 “Swollen
K
Eye.” Sean then uses Arcy’s B��������� special armor to reduce the harm R
even urther, down to level 1. Arcy catches Bazso’s fist in mid-swing, and the O
orce spins her sideways and twists her wrist painully, but Canter is unscathed. W
M
A
��� �� E
T
When you perorm a setup action, you have an indirect effect on an obstacle. I
your action has its intended result, any member o the team who ollows through
on your maneuver gets +1 effect level or improved position or their roll. You
choose the benefit, based on the nature o your setup action.
Tis is how you do the “I’ll create a distraction” scene. You roll S��� to distract
a Bluecoat with your charms, then any teammate who ollows through with a
P���� action to sneak past him can get improved position. It’s less risky since
you’re drawing the guard’s attention.
Tis is a good way to contribute to an operation when you don’t have a good
rating in the action at hand. A clever setup action lets you help the team indirectly.
Multiple ollow-up actions may take advantage o your setup (including someone
leading a group action) as long as it makes sense in the fiction.
Since a setup action can increase the effect o ollow-up actions, it’s also useul
when the team is acing tough opposition that has advantages in quality, scale,
and/or potency. Even i the PCs are reduced to zero effect due to disadvantages
in a situation, the setup action provides a bonus that allows or limited effect.
Te PCs are acing a heavily armored carriage that’s immune to their weapons.
Aldo uses W���� as a setup action to pry some o the armor loose with his
crowbar, giving ollow up actions +1 effect—going rom zero to limited effect.
135
4
example score
Revka and her crew o scoundrels Now you’re making your way along the
are on a score. Tey heard rom their canal that runs by the house, poling your
explorer contact, Dowler, that the gondola silently through the dark water.”
Dimmer Sisters had recently acquired “I have a lantern held out,” Allison says.
a valuable arcane relic rom the time E
“But it’s shuttered down to a aint glow. R
beore the cataclysm, Te Eye o Kotar . O
Are there any other lights?” C
Revka’s crew has -2 status with the S
“Tis is a pretty decrepit part o Crow’s E
Dimmer Sisters, which means they’re L
enemies. Stealing the Eye will hurt
Foot,” Rachel says. “Tere’s barely any P
other light at all. Te walls on either side M
the Sisters, loosen their hold in the A
o the narrow waterway are overgrown X
underworld, and put a treasure in the
with dark moss. Te water is black and E
crew’s vault, to boot. Everyone agrees
oily. Tere’s a stench o waste and rot.”
that this is the score they want to pursue.
“Ugh,” says Allison.
��� ����
Rachel, the GM, asks the question that ���������� ����
kicks off every score in Blades in the “ime or the engagement roll!” Rachel
Dark: “Okay, what’s the plan? ” says, a glint in her eye. “Let’s see what
kind o situation you’re in when we
Te players look at the list o plans
start the action at the house.”
on their character sheets and quickly
choose one. “I vote or stealth,” says “I have that page open in the book,” Dylan
Dylan. says. “We start with 1d or sheer luck.”
“Yeah,” says Allison, “Let’s keep this “Well, that’s something,” says Ryan.
nice and quiet. We already have enough “We’re probably gonna need it,” Allison
heat as it is.” Te other players agree. says.
Te GM asks the group or the detail “Yep, 1d to start,” Rachel says. “Ten you
that completes the plan: “What’s your might get advantage or disadvantage
entry point?” dice. What’s the first one?”
“Well,” says Allison. “Dowler has “‘Is this operation particularly bold or
explored around the Dimmer Sisters’ daring?’” Dylan reads aloud. “Hmmm.
house many times beore. He probably I think so! Te Dimmer Sister’s house
knows all about the water-entrances. I is like a legendary place, right? People
think using the canal will be good. Plus, say that no one comes out once they
that’ll keep us out o sight rom most go in. It’s pretty bold o us to break in.”
witnesses on the street, so we might as
well each take normal load i we want “Yeah,” Rachel says. “Tat’s what I was
to.” Everyone agrees. thinking. You should get +1d or that.”
“Cool,” Rachel says. “Tat’s the plan “Excellent,” says Ryan.
your characters made, probably “Okay, then ‘Does the plan’s detail expose
huddled around their sketch o the a vulnerability o the target or hit them
Sisters’ townhouse and the canal map. where they’re weakest?’” Dylan says.
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4
“Oh, no, I know where this is going,” canal, then approach over a low roofop
Allison says. until you’re directly across rom the
“It’s definitely not where they’re weak,” second floor balcony o their townhouse,
Rachel says. “In act, their house is with the narrow waterway beneath you.
where they’re strongest, and they have Allison, I’m picturing Revka crouching
special preparations. So you get a on the roofop there, peering at the dark
disadvantage or that. -1d.” windows o the house beyond.”
“Ah ha,” says Dylan. “What about this, “Yeah,” says Allison. “I’m definitely on
though? ‘Can any o your riends or point here.”
contacts provide aid or insight or this “Whispers first, that’s what I always
operation?’ We already know that one! say,” Dylan says.
Dowler scoped out this score in the first “I assume you’re being super sneaky
place.” and everything, yeah? You want to leap
“Oh that’s true,” Allison says. “Can we across the gap and silently break into
say that Dowler gave us some hot tips the house,” Rachel says.
since he knows the place well? Maybe “Yep,” Ryan says. “But I have my pistols
stuff like ‘Don’t go in through the roo ’ ready anyway. Just in case.”
that helped our planning?”
“Okay,” Rachel says. “You’re about to
“Yeah, totally,” says Rachel. “ake +1d make your move across when suddenly
or Dowler’s insight.” your breath comes out like og in the
“Okay,” says Dylan. “Are there any other air, and the surace o the water below
elements we want to consider? We’re crackles with a spiderweb o rost.”
the same ier as them, so that’s not a
“I knew it,” Dylan says.
thing. Anything going on that would be
an advantage or disadvantage?” “A shimmering vapor coalesces above
the water, striking sparks off a metal
“Actually,” Rachel says. “Yes. Tere’s...
mooring post, orming the rough shape
well, there’s something going on that
o what was once a person.” Rachel says.
makes things a bit tougher on the
Sisters. Your characters don’t know “Well, crap,” says Ryan.
about this! But it definitely counts. ake “Relax. It’s just a ghost echo,” Allison
another +1d.” grins. “Some kind o spiritual guardian
“Tat’s my kind o GM secret,” Ryan says. placed here with Dimmer Sisters magic,
probably. We can get around it.”
“Heh. Alright, so we have 3d to roll
then,” Allison says. “I’ll go ahead and “I have electroplasmic ammo,” Ryan
do it.” Allison rolls and gets a �. says. “I can shoot it.”
Dylan and Allison look at Ryan or a
������� ��� ������ long moment.
“A �... okay, so that’s a risky position
or you to start. Well, that’s pretty easy “But guns are loud, so I won’t do that.”
to describe. I know what’s risky about Ryan says.
breaking into the Sisters’ house,” Rachel “Do we have to conront this spirit?”
says with a smirk. “So, you dock the Dylan asks. “Like, deal with its terriying
gondola under a window in a bend in the spookiness by resisting and all that?”
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4
“Not yet,” Rachel says. “It’s just a vague and into the darkness beyond. You hear
shimmer o electroplasm right now, a aint moan rom the spirit outside, as
drifing in the ghost field around the i it caught a glimpse o something, or
house. It hasn’t ully maniested and perhaps a swirl in the plasmic ether.”
accosted you. I your engagement roll “Wait, what did you mean by ‘first
had been �-�, I probably would have complication’? Tere’s another one,
put you in that spot. But that’s definitely too?” Ryan says.
a risk here. What do you do?” E
��� ������ ������ R
“I’m going to lead a group action ,” O
“Well, it is the Dimmer Sisters’ C
Allison says. “Let’s Prowl across, and S
legendary house,” Rachel says. “As your E
through the window, and leave this L
guardian spirit behind.”
eyes adjust to the darkness, you can P
see that you’re in a music room, with M
A
“Sounds good,” says Dylan. “I have 2 shelves o sheet music along the walls, X
Prowl.” E
some chairs, a soa, and the piano in the
“I also have 2,” Allison says. “Sneakiest center. Ten you hear the window close
Whisper!” behind you on its own, and the lock
“I have zero,” says Ryan. “Oh well! Not clicks audibly in the latch. It’s strangely
my problem.” He grins. cold in here.”
“Okay, it’s a risky Prowl roll, group “A haunted house. O course it is!”
action,” Rachel says. “I’m thinking Dylan says.
standard effect. Aside rom the danger “Te first ew notes o an old lullaby
o the ghost, the actual maneuver to leap come rom the seemingly vacant piano
across and get though the window is as a sofly glowing bluish vapor swirls
totally doable. Want a Devil’s Bargain?” into existence near it. Do you hear
“Nah, I think we’re good. Let’s roll ‘em,” mournul singing? It seems so ar away...”
Allison says. “I got a �.” “Okay, okay... holy crap you are reaking
“I got a �,” Dylan says. Tey look at me out,” Dylan says. “Let’s get going
Ryan hopeully. and grab what we came or beore more
ghosts start popping out o the walls.”
“I rolled a �!” Ryan says. “And a �. I
have to take the lowest because I suck “Hmmm,” says Allison. “We don’t know
at Prowling. Bleeeah.” exactly where the artiact is in the
house... Dowler just said it was in here
“And I take two stress rom you jokers,”
somewhere. Maybe I should Compel
Allison says. “Yeesh. Maybe I should
this ghost here to tell us where it is.
have taken that Bargain afer all.”
Save us the trouble o searching every
“Well, you do it,” Rachel says. “And the room. urn their haunted security
first complication will be a tick on the against them!”
good ol’ ‘Alert’ clock .” She puts a 4-clock
“I like this plan,” Ryan says.
out on the table and ticks it once. “Te
three o you leap over, ready to pick the “I like any plan that rolls sixes,” Dylan
lock on the balcony window... but it’s says.
unlocked. It swings opens at a touch “Ha ha. I’m gonna Attune to the ghost
and you’re through the heavy curtains and compel it to obey me,” Allison says.
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4
“Okay, that seems desperate to me,” “Actually, yeah,” Ryan says. “And not
Rachel says. by shooting! I’m a sharp-eyed Hound,
“Desperate? It’s just a normal ghost, yeah? Can I say that I spotted a cameo
right?” Allison says. or piece o ribbon or some kind o
memento that belonged to hea—
“Yeah, but it’s a ghost bound to the
something that the Sisters use to bind
Dimmer Sisters, placed here under
her here? Maybe I grab it real quick and
their compelling power. It’s not a rogue
hand it to Revka.”
spirit just wandering the city. I think it’s
limited effect, too,” Rachel says. “Yeah, that’s good,” Rachel says. “But
i you’re handling ghost-anchors,
“Wow, that’s rough, but I get what
you’re involved in this roll now. Te
you’re saying. I guess I would want it
consequences apply to you, too.”
to be hard or someone to take control
o one o my servant ghosts—i I had “Okay,” Ryan says.
any,” Allison says. “Eh, I’m gonna do it “Alright, so that gives me 4d or the
anyway! I want that desperate roll xp.” Attune roll. Desperate position,
“Okay then. Do you want a Devil’s limited effect. Here we go. I approach
Bargain, or will you push yoursel?” the piano, holding the cameo out in
Rachel asks. ront o me. ‘Aunt Tea?’ I say. ‘It’s me,
Revka. We need your help...’” Allison
“Let’s hear the Bargain,” Allison says.
says. She rolls the dice.
“Oh, I eel like there are so many options
here,” Rachel says, chuckling evilly. “I Let’s look at three possible outcomes o
mean, the first thing that I think o is this roll: �-� , �/� , and a �������� .
something kind o meta, like this is ��� �-� ������
the ghost o your aunt Tea, that the “Argh, I got a �! On our dice. Such bad
Dimmers have captured or service.” luck,” Allison says.
“Oh, that’s wild,” Dylan says. “But I “Te ghost orms ully at the piano,
kind o like how it twists the story here. banging crazily at the keys and wailing
Makes it more personal.” in a horrible crescendo,” Rachel says.
“Yeah, that’s interesting,” Allison says. “It’s aunt Tea all right, but she’s lost
“I am rom Duskwall, afer all, and my in her ghostly madness and doesn’t
amily has pretty much all been Whispers, recognize you. She spins around, her
so they’ve been involved in stuff that the ghostly dress billowing in the ether,
Sisters would have been involved in... eyes wild. Electroplasmic discharges
maybe they were enemies in the past, spark in the air, through the cameo
and Tea was a casualty... this is neat!” (which erupts with a blue fire), and into
“Are we turning this into a rescue Revka and Cross. You both take level
mission now?” Ryan asks. “Or I could 2 harm: ‘Electrical Burns .’ I’m also
just, you know, ‘ree her’ real quick.” gonna put three ticks on the ‘Alert’
Ryan makes a “finger gun” motion. clock as a ‘serious complication.’ Tat
“Electroplasmic ammo...” fills it up. So much or sneaking! From
behind you, the window rattles and the
“No shooting aunt Tea,” Allison says.
ghost echo rom the canal passes into
“I will totally take that Bargain and +1d.
the room, electrical sparks arcing rom
Can anyone assist me?”
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4
it. You hear more wailing rom out in ��� �������� ������
the hallway. By the way, Dylan, now “wo sixes! Suck it,” Allison says.
would be the time when you have to
“Wow, nice,” Rachel says. “You do it
deal with terriying ghost spookiness.
and avoid consequences and get an
What do you do?”
additional benefit. Let’s see... alright,
��� �/� ������ first, the ghost orms ully at the piano,
“Got a �! So close yet again,” Allison says. finishing the lullaby with a flourish.
E
“Te ghost orms ully at the piano, She turns at your approach, her dress R
O
finishing the lullaby with a flourish. and hair drifing in the ether as i she’s C
S
She turns at your approach, her dress underwater. Te sof glow o her ghostly E
and hair drifing in the ether as i eyes meets your gaze and a aint smile L
P
she’s underwater. Te sof glow o her passes across her ace. It’s definitely M
ghostly eyes meets your gaze and a aint your long lost aunt Tea. I was going
A
X
smile passes across her ace. She seems to say that normally you couldn’t E
to know what you want, but when she communicate very well because o the
opens her mouth to speak, it’s nothing summoning language thing...”
but incomprehensible whispers.” “Oh yeah, right...” Allison says. “I’m
“Ah, the summoning language o gonna mark the load to have my fine
ghosts! We established this, like way spirit mask with me. Will that increase
back in the first session. Only the my effect here?”
summoner can speak to them. I orgot “Yeah, definitely. Also, with the critical,
all about that,” Allison says. let’s say that your amily connection
“Yep! Tat’s the limited effect here,” boosts your effect, too. So you end up
Rachel says. “Tea can’t tell you what with great effect! She tells you that the
you want to know, but she can take you Eye o Kotar is in one o the Sisters’
to it i you ollow her.” bedrooms, just overhead on the next
floor. She whispers, ‘Beware the Eye!
“Nice,” Ryan says. “So we’re good,
Seek not its power. Let it not taste your
then?”
flesh. Doom... doom... doom...’ beore
“Hang on, skippy,” Rachel says. “It was a once again ading back to a aint glow
partial success. I have a consequence to in the air.”
inflict here. And it was desperate, too...
“I like her,” Dylan says.
hmmm, okay, let’s get rough. I’m gonna
put three ticks on the ‘Alert’ clock as “Maybe we can come back or Tea
a ‘serious complication. ’ Tat fills it some other time,” Allison says. “Let’s
up. So much or sneaking! From behind enjoy this success and get on up to the
you, the window rattles and the ghost bedroom and grab that thing while we
echo rom the canal passes into the have the chance.”
room, electrical sparks arcing rom it.
For the purpose o this example, let’s
You hear more wailing rom out in the
imagine that the �������� success
hallway. By the way, Dylan, now would
result happened and carry on rom there.
be the time when you have to deal with
terriying ghost spookiness. What do
you do?”
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4
142
4
“Okay, boosted eect or Revka’s You would have had zero effect, but Ryan’s
action,” Ryan says. “What’s my position setup boosted you to limited, then you
or shooting the artiact out o the pushed yoursel or standard effect. I’ll
magical thingy?” say that you blast them all around the
“Desperate as can be,” Rachel says. room. Tey crash into the bed, knock
“Plus, I’m going to fill the ‘Alert’ clock over the vanity, smack into a wall, etc.
since you’re making so much noise You also suffer a consequence, though.
with the gun. Tis would be zero effect, It’s desperate, so let’s call it level 3 harm: E
R
normally, but your electroplasmic “Broken Ribs.” You also get thrown O
C
ammo will give you limited.” across the room by the blast and you eel S
your ribs crack when you hit the desk.” E
“Electroplasmic ammo!!” Ryan crows. L
“Okay, I’m Hunting or the shot here, “Ow,” Allison says. “I’m already at 5
P
M
obviously... I have 2d.” stress. I’m not resisting that.” She writes A
X
“I have a Devil’s Bargain or you,” Rachel
the harm on her character sheet. E
says. “When you open your pouch to load “And Frost expertly catches the artiact
the electroplasmic ammo, something in the shadow cloak, being very careul
strange is happening. All o the energy is not to touch it directly. Oh, you’re soooo
leeching out o the shells, drawn into the lucky that you got a �,” Rachel says.
house itsel. Tere are only a ew lef with “I know!” Dylan says. “I was worried.
a charge—enough or this salvo o shots Now what about this escape plan, Ryan?”
and then you’re totally out. You’ll have
to acquire the asset again to have more.” ��� ������
“I want a flashback to the night beore,”
“Oh, that’s mean,” Ryan says. “I like it!
Ryan says. “Cross staked out the canals
It’s a deal. Now I have 3d.”
and Surveyed all o the times when
“I’m assisting you,” Allison says. “I start regular boat trips happened. Like
to Attune to the energy in the room and scheduled deliveries and stuff like that.”
that weakens the magic a bit. I take
“Okay,” Rachel says. “Call it a 2 stress
another stress and you get +1d.”
flashback, to get the timings down exactly
“Okay, our dice it is.” Ryan rolls and right. No need to roll or the Survey.”
gets a �! “Boom! Nailed it.”
“Okay, so, Cross knows precisely
“Ha, it actually works,” Rachel says. when a boat is going to pass below the
“Te artiact emits a shower o flaming windows o the Dimmer Sisters’ house,
sparks as the shot hits, and it goes and he’s been listening out or the public
spinning across the room—we watch clock chimes during this score, to time
in slow motion as Revka Attunes to the everything perectly. As Frost catches
power and Frost runs to catch it.” the artiact, he rushes orward, grabs
Allison rolls another desperate Attune her and Revka by the arms and jumps
action, pushing hersel or 2 stress to get them all out the window... onto the roo
+1 effect, and she rolls a �. Dylan rolls o a passing delivery boat. Te End.”
Prowl or Frost’s athletic run and leap to “Wow,” Allison says. “I love it. I have
catch the artiact, and he gets a �. to push mysel to be able to move with
“Okay, Revka does it, hurling the residual my broken ribs, so that’s 2 more stress
magical energy at the Dimmer Sisters. or me, but it’s worth it. What an exit.”
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4
��������� �� ��������
How would a different engagement roll result change the score? On a �-�,
Rachel mentioned that she would have conronted them with the guardian
spirit right away. Does that seem right or an opening desperate position? What
i they had gotten a � or a �������� ? How would you handle it?
When Revka A������ to compel aunt Tea’s spirit, on the �-� and �/� results,
how would things have gone i the PCs had resisted the consequences? Do you
think the consequences were appropriate, given how powerul the Dimmer
Sisters’ house-magic is supposed to be? How would you increase or decrease the
severity o consequences in a situation like this i the opponent was different?
Allison used her fine spirit mask afer the roll, to increase the effect o her
result. Would you let a player do this, or do you think they should have to
declare use o their items beore they roll?
Te �������� result on the A����� roll really made things a lot simpler,
didn’t it? Te crew could have been stuck battling angry ghosts in the first
room o the house, but instead they just slipped on through to the location o
the artiact, making the score a lot aster to complete. What do you think o
short-and-sweet scores like this?
What did you think o Ryan’s “shoot things and jump out the window”
maneuver at the end? Is that the kind o action-adventure tone that you want
to promote when you play the game, or would you like something more gritty
and closer to real-lie? Do you think 2 stress is a air cost or that flashback?
Should he have rolled S����� to see how good his inormation was, or was
it okay to gloss over that bit?
144
CHAPTER 5
downtime
Afer the crew finishes a score (succeed or ail), they take time to recover, regroup,
and prepare or the next operation. Tis phase o the game is called downtime.
Downtime ulfills two purposes in the game:
First, it’s a break or the players. During the action o the score, the PCs are
always under threat, charging rom obstacle to obstacle in a high-energy
sequence. Downtime gives them a reprieve so they can catch their breath and
relax a bit—ocus on lower-energy, quieter elements o the game, as well as
explore personal aspects o their characters.
Second, the shif into a new phase o the game signals a shif in which mechanics
are needed. Tere are special rules that are only used during the downtime
phase, so they’re kept “out o the way” during the other parts o play. When
we shif into downtime, we take out a different toolbox and resolve downtime
on its own terms, then shif back into the more action-ocused phases o the
game aferwards.
Downtime is divided into our parts, which are resolved in order:
�. P�����. Te crew receives their rewards rom a successully completed score.
�. H���. Te crew accumulates suspicion and attention rom the law and the
powers-that-be in the city as a result o their last score.
�. E������������. Te crew aces trouble rom the rival actions, the law,
and the haunted city itsel.
�. D������� A���������. Te PCs indulge their vices to remove stress, work
on long-term projects, recover rom injuries, etc.
Afer the downtime activities are resolved, the game returns to ree play, and the
group can move toward their next score.
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5
payoff
Afer a score, the PCs take stock o their income rom the operation. A successul
score generates both ��� and ����.
Te crew earns 2 ��� per score by deault. I the target o the score is higher ier
than you, take +1 ��� per ier higher. I the target o the score is lower ier,
you get -1 ��� per ier lower (minimum zero).
I your crew is ier I and you pull off a successul score against a ier III target,
you earn 4 ��� (2 ��� , +2 ��� or a target two tiers above you). I your crew
is ier III and you complete a score against a ier I target, you earn 0 ���
(2 rep, -2 rep or the lower ier target).
I you keep the operation completely quiet so no one knows about it, you earn
zero ���. Mark the rep on the ��� tracker on the crew sheet.
Te crew earns ���� based on the nature o the operation and/or any loot they
seized:
� ����: A minor job; several ull purses.
� ����: A small job; a strongbox.
� ����: A standard score; decent loot.
� ����: A big score; serious loot.
��+ ����: A major score; impressive loot.
Record the ���� on the crew sheet, or divvy it up among the crew members as
you see fit.
Most districts have crime bosses that expect smaller crews to pay a tithe rom their
scores. Ask the GM i there’s a boss that you should be paying. Subtract ����
equal to your crew ier +1 when you pay a tithe to a boss or larger organization.
I you’re supposed to be paying off a boss, but you don’t, start a clock or that boss’s
patience running out. ick it whenever you don’t pay. Every time it fills up, lose 1
action status with them.
You can set the scene and play out a meeting with a client or patron who’s paying
the crew i there’s something interesting to explore there. I not, just gloss over
it and move on to the next part o downtime.
GM, definitely don’t screw around with the players when it comes to the payoff.
Don’t say that the client lied and there’s no reward. Or that the meeting or the
payment is actually a trap, or whatever. Tese types o things are staples o crime
fiction, but in Blades, the PCs have enough problems coming at them rom every
direction already. When it comes to getting paid, just give them what they earned.
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5
heat
Doskvol is a city o prying eyes and inormants (both living and ghostly). Anything
you do might be witnessed, and there’s always evidence lef behind. o reflect this,
your crew acquires ���� as they commit crimes. Afer a score or conflict with
an opponent, your crew takes ���� according to the nature o the operation:
� ����: Smooth & quiet; low exposure. T
A
� ����: Contained; standard exposure. E
H
,
� ����: Loud & chaotic; high exposure. F
F
� ����: Wild; devastating exposure. O
Y
Add +1 ���� or a high-profile or well-connected target. Add +1 ���� i the A
P
situation happened on hostile tur. Add +1 ���� i you’re at war with another
action. Add +2 ���� i killing was involved (whether the crew did the killing
or not—bodies draw attention).
You mark ���� levels on the ���� tracker on the crew sheet.
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5
When your ���� level reaches 9, you gain a ������ ����� and clear your
���� (any excess ���� “rolls over,” so i your ���� was 7 and you took 4 ����,
you’d reset with 2 ���� marked).
Te higher your ������ �����, the more serious the response when law
enorcement takes action against you (they’ll send a orce o higher quality and scale).
Also, your ������ ����� contributes to the severity o the entanglements
that your crew aces afer a score. See page 150 or details.
INCARCERATION
Te only way to reduce your crew’s ������ ����� is through incarceration.
When one o your crew members, riends, contacts—or a ramed enemy—is
convicted and incarcerated or crimes associated with your crew, your ������
����� is reduced by 1 and you clear your ����.
Incarceration may result rom investigation and arrest by the Bluecoats, or
because someone turns themselves in and takes the all or the crew’s crimes.
Te severity o the prison sentence depends on your ������ �����:
W����� L���� �: Lie or execution. W����� L���� �: A ew weeks.
W����� L���� �: A year or two. Or, the Bluecoats give you a beating
to teach you a lesson (suffer level 3
W����� L���� �: Several months. harm, no resistance roll allowed—
W����� L���� �: A month or two. they keep going until you’re injured).
Incarceration is dehumanizing and brutal. Te renown o your crew is your only
real deense inside. When you serve your time, make an incarceration roll using
your crew’s ier as the dice pool.
INCARCERATION ROLL
1d or each PC ier level. C�������: You make a name for yourself
inside. You gain +3 ��� for your crew,
1 prison claim and +1 action status
with a faction that you assisted while you
served your time.
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5
claims: prison
N
O
I
T
guard guard allied
A
prison R
payoff payoff claim E
C
R
A
C
N
I
allied allied
hardcase smuggling &
claim claim T
A
E
H
PRISON CLAIMS
������ ����� ������ ���������
One o your allies on the inside arranges Political pressures o various sorts
or their action to grant you a boon. can be applied to the magistrates and
ake a claim or your crew rom a warden who oversee sentences or
different crew type. You can’t take tur crimes. With this claim, you’re always
with this claim. able to arrange or a shorter prison
���� ����� ������� stay—as i your ������ ����� was 1
Your crew has a cell block under their lower. So, i your ������ ����� was
total control—guards and all. You never 3 when you went in, you’d spend only
take ������ rom incarceration. several months behind bars (equivalent
to level 2) instead o a ull year.
����� ������
You claim several Ironhook prison ���������
guards on your payroll. ake +1d to You arrange smuggling channels inside.
your ier roll when a member o your You have +2 load while incarcerated,
crew is incarcerated. (starting rom zero as a prisoner). I you
take this claim twice, you’ll have 4 load
�������� while you’re serving time in Ironhook.
Your reputation as a tough inmate Also, you may choose to carry ���� in
bolsters your crew’s image in Duskwall. place o load or purposes o bribes or
When your crew advances ier, it costs acquiring assets while in prison. You may
2 ewer ����� than it normally would. reset the items in your prison loadout
whenever your crew has downtime.
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5
entanglements
Your scoundrels and crew didn’t just spring into existence tonight. You have a complex
history o avors, commitments, debts, and promises that got you where you are
today. o reflect this, afer each score, you roll dice to find out which entanglement
comes calling. An entanglement might be a rival crew looking to throw their weight
around (and demand some ����), an Investigator o the City Watch making a case
against your crew (but ready or a bribe), or even the attention o a vengeul ghost.
Afer payoff and ���� are determined, the GM generates an entanglement or
the crew using the lists below. Find the column that matches the crew’s current
���� level. Ten roll a number o dice equal to their ������ �����, and use
the result o the roll to select which sort o entanglement maniests. I ������
����� is zero, roll two dice and keep the lowest result.
Some groups like to roll entanglements “in the open” so everyone knows what’s
about to hit them. Other groups preer the roll to be secret, so the entanglement
is a surprise when it happens. Either way is fine.
Bring the entanglement into play immediately, or hold off until an appropriate
moment. For example, i you get the Interrogation entanglement, you might wait
until a PC indulges their vice, then say the Bluecoats picked them up when they
were distracted by its pleasures.
Entanglements maniest ully beore the PCs have a chance to avoid them. When
an entanglement comes into play, describe the situation afer the entanglement
has maniested. Te PCs deal with it rom that point—they can’t intercept it and
deuse it beore it happens. Te purpose o the mechanic is to abstract a lot o the
complex stuff happening in the backgrounds o the characters’ lives in order to
generate trouble or them. Entanglements are the cost o doing business in the
underworld—a good crew learns to roll with the punches and pick their battles.
Te entanglements are detailed on the ollowing pages. Each has a list o potential ways
or the PCs to be rid o it. I you want the entanglements to be a momentary problem or
the crew, stick to the suggested methods to resolve them, and move on to the next part
o downtime. I you want to dive in and explore the entanglement in detail, set the scene
and play out the event in ull, ollowing the actions and consequences where they lead.
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������
An Inspector presents a case file o evidence to a magistrate, to begin prosecution
o your crew. Te Bluecoats send a detail to arrest you (a gang at least equal in scale
to your ������ ����� ). Pay them off with ���� equal to your ������ �����
+3, hand someone over or arrest (this clears your ����), or try to evade capture.
A truncheon bangs on the shutters o the window. “Alright then! Come on out
and let’s go quietly now!” It sounds like Sergeant Klellan. When you peek out, S
you see a detail o about twenty Bluecoats, all geared up or a fight. Klellan T
N
mumbles under his breath, so only you inside can hear: “Or perhaps I have E
M
the wrong address?” He clears his throat and waits or some coin to appear. E
L
����������� G
N
A +3 status action asks you or a avor. Agree to do it, or oreit 1 ��� per ier A
T
o the riendly action, or lose 1 status with them. I you don’t have a +3 action N
status, you avoid entanglements right now.
E
������� ������
A demon approaches the crew with a dark offer. Accept their bargain, hide until
it loses interest (oreit 3 ���), or deal with it another way.
�������
One o the PCs’ rivals arranges or one o your contacts, patrons, clients, or a
group o your customers to switch allegiances due to the ���� on you. Tey’re
loyal to another action now.
You hear word on the street that Laroze is working or the Billhooks now. He
was seen talking to Flint the other day... that bastard is probably behind it.
Remove Laroze as a contact until you can get that sorted out.
���� �������
One o your gangs (or other cohorts) causes trouble due to their flaw(s). You
can lose ace (oreit ��� equal to your ier +1), make an example o one o the
gang members, or ace reprisals rom the wronged party.
Afer the PCs succeed at their assault and wipe out the Red Sashes, their savage
gang takes things too ar. Tey start attacking any Iruvians they see in Crow’s
Foot, and during one brawl, they horribly maim a citizen. Everyone’s talking
about it. Is this how the Bloodletters run their crew? Arcy decides to handle
matters by making an example o one o the gang. She takes them back to the
tavern where the incident happened, and smashes the offending thug’s ace
into the bar, giving her a horrific scar.
Te GM thinks this treatment warrants a tick on a progress clock they created
in an earlier session when Arcy treated the gang roughly. Te clock is called
“Te Gang Fights Back.” It was already at three out o our segments, so now
it’s ull! Looks like Arcy’s rough treatment o the savage gang is gonna come
back to bite her.
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�������������
Te Bluecoats round up one o the PCs to question them about the crew’s crimes.
How did they manage to capture you? Either pay them off with 3 ����, or they
beat you up (level 2 harm) and you tell them what they want to know (+3 ����).
You can resist each o those consequences separately.
Some players really hate it when their character gets captured! Just tell them
that this is completely normal or a scoundrel o the underworld. You spend time
in and out o jail, getting questioned and harassed by the law. It’s not the end
o the world. But now that you’re here in the interrogation room, what kind o
person are you? Do you talk? Do you stand up to them? Do you make a deal?
�����������
Te Bluecoats grab an NPC member o your crew or one o the crew’s contacts, to
question them about your crimes. Who do the Bluecoats think is most vulnerable?
Make a fortune roll to see how much they talk (�-�: +2 ����, �/�: +1 ����),
or pay the Bluecoats off with 2 ����.
Roll 2d or a normal person to see how well they keep quiet. I they’re an
experienced underworld type or some kind o tough, give them 3d or 4d instead.
I they’re sof or i they have some loyalty to the law, give them 1d or 0d.
���������
An enemy action makes a move against you (or a riend, contact, or vice
purveyor). Pay them (1 ��� and 1 ����) per ier o the enemy as an apology,
allow them to mess with you or yours, or fight back and show them who’s boss.
������
A neutral action throws their weight around. Tey threaten you, a riend, a
contact, or one o your vice purveyors. Foreit (1 ��� or 1 ����) per ier o the
rival, or stand up to them and lose 1 status with them.
���� �� �����
A action with whom you have a negative status makes a play against your
holdings. Give them 1 claim or go to war (drop to -3 status). I you have no
claims, lose 1 hold instead.
������� ����
A rogue spirit is drawn to you—perhaps it’s a past victim? Acquire the services o
a Whisper or Rail Jack to attempt to destroy or banish it, or deal with it yoursel.
Tey can hire an NPC by using the acquire asset downtime activity (see page
153 ). Roll the NPC’s quality level as a ortune roll to see how well they deal
with the spirit.
��� ����� ��������
Te Bluecoats grab someone in the periphery o your crew. One player volunteers
a riend or vice purveyor as the person most likely to be taken. Make a fortune
roll to find out i they resist questioning ( �-�: +2 ����, �/�: level 2 harm ), or
pay the Bluecoats off with 1 ����.
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downtime activities
Between scores, your crew spends time at their liberty, A������ A����
attending to personal needs and side projects. Tese L���-T��� P������
are called downtime activities (see the list at right).
R������ S
During a downtime phase, each PC has time or two E
I
downtime activities. When you’re at war, each PC has R����� H��� T
I
time or only one. T���� V
I
T
You may choose the same activity more than once. You I������ V��� C
A
can only attempt actions that you’re in a position to E
accomplish. I an activity is contingent on another action, resolve that action first. M
I
T
A PC can make time or more than two activities, at a cost. Each additional N
activity from the list costs 1 ���� or 1 ���. Tis reflects the time and resulting W
O
resource drain while you’re “off the clock” and not earning rom a score. When D
you complete a new score, you reset and get two “ree” activities again.
Activities on the downtime list are limited; normal actions are not. During downtime,
you can still go places, do things, make action rolls, gather inormation, talk with
other characters, etc. In other words, only activities that are on the list are limited.
For any downtime activity, take +1d to the roll i a friend or contact helps you.
Afer the roll, you may spend ���� afer the roll to improve the result level.
Increase the result level by one for each ���� spent. So, a �-� result becomes
a � or a �, a �/� result becomes a �, and a � becomes a �������� .
GM: I a player can’t decide which downtime activity to pick, offer them a long-
term project idea. You know what the player is interested in and what they like.
Suggest a project that will head in a un direction or them.
“Remember how you had that weird vision at the altar to the orgotten gods?
Yeah, do you want to get to the bottom o that? Okay, start a long-term project—
six segments—called... ‘Weird God Vibes.’ What do you do to work on that?”
������� �����
Gain temporary use o an asset:
One special item or set o common items (enough or a gang o your ier scale).
A cohort (an expert or gang).
A vehicle.
A service. ransport rom a smuggler or driver, use o a warehouse or
temporary storage, legal representation, etc.
“emporary use” constitutes one significant period o usage that makes sense or
the asset—typically the duration o one score. An asset may also be acquired or
“standby” use in the uture. You might hire a gang to guard your lair, or example,
and they’ll stick around until afer the first serious battle, or until a week goes
by and they lose interest.
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o acquire the asset, roll the crew’s ier . Te result indicates the quality o the
asset you get, using the crew’s ier as the base. �-�: ier -1, �/�: ier, �: ier +1,
��������: ier +2. You can spend ���� to raise the result o this roll beyond
�������� by spending 2 ���� per additional ier level added.
Te GM may set a minimum quality level that must be achieved to acquire a
particular asset. For example, i you want to get a set o Spirit Warden uniorms
and masks, you’d need to acquire a ier IV asset. A lower result won’t do.
I you acquire the same asset again, you get +1d to your roll. I you continue to
re-acquire an asset every time it’s used, you can effectively rent it indefinitely.
Alchemicals, poisons, bombs, and dangerous gadgets are highly restricted in
Doskvol. When you acquire one o these items (rather than crafing it yoursel),
you take +2 ����. (For more about Craing , see page 224).
I you want to acquire an asset permanently, you can either gain it as a crew
upgrade (using the rules or advancement, see page 48) or work on it as a
long-term project to set up a permanent acquisition.
Zamira the Whisper is a duelist in the Iruvian style, and would like a fine sword
to add to her permanent items. Her player starts a long-term project: “Get
My Family Sword Back rom the Pawn Shop.” Te GM says this is an 8-clock
(she can work on it by C��������� or S������ the pawn shop owner or
maybe rolling her liestyle level to represent small payments).
����-���� �������
When you work on a long-term project (either a brand new one, or an already
existing one), describe what your character does to advance the project clock, and
roll one o your actions. Mark segments on the clock according to your result:
�-�: one segment, �/�: two segments, �: three segments, ��������: five segments.
A long-term project can cover a wide variety o activities, like doing research into
an arcane ritual, investigating a mystery, establishing someone’s trust, courting a
new riend or contact, changing your character’s vice, and so on.
Based on the goal o the project, the GM will tell you the clock(s) to create and
suggest a method by which you might make progress.
On the last score, Oskarr disintegrated Silver’s body with electroplasm and destroyed
her spirit. But now her ghost is haunting him! How is this possible? Tis is beyond
the scope o a simple gather inormation roll, so Oskarr starts a long-term project to
investigate this mystery. Te GM says it will be an 8-segment clock. Oskarr spends
a downtime activity in the occult library at his lair, looking or any clues. Te player
rolls Oskarr’s S���� action and gets a �: two segments o progress on the clock.
In order to work on a project, you might first have to achieve the means to
pursue it—which can be a project in itsel. For example, you might want to make
riends with a member o the City Council, but you have no connection to them.
You could first work on a project to C������ in their circles so you have the
opportunity to meet one o them. Once that’s accomplished, you could start a
new project to orm a riendly relationship.
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�������
When you recover, you seek treatment and heal your harm. You might visit a
physicker who can stitch your wounds and soothe your mind with anatomical
science or a witch who specializes in healing charms and restorative alchemy. I you
don’t have a contact or ellow PC who can provide treatment, you can use the acquire
asset activity to gain access to a healer, who can provide service or the whole crew. S
E
I
Recovery is like a long-term project. Your healer rolls ( T����� or a PC with T
I
the P�������� special ability or the quality level o an NPC) and then you V
I
mark a number o segments on your healing clock . �-�: one segment, �/�: two T
C
segments, �: three segments, ��������: five segments. A
E
When you fill your healing clock, reduce each instance o harm healing M
I
on your sheet by one level, then clear the clock. I you have more project clock T
segments to mark, they “roll over.” N
W
Cross has two injuries: a level 3 “Shattered Right Leg” and level 1 “Battered.” During O
downtime, he gets treatment rom Quellyn, a witch riend o the crew’s Whisper. D
Quellyn is a competent healer, so the GM says quality 2 makes sense. Te player
rolls 2d to recover and gets a �: three segments on the healing clock. He decides to
spend 1 ���� to improve the result to a �������� to get five segments instead.
Four segments fill the clock—all o Cross’s harm is reduced by one level, then he
clears the clock and marks one more segment. His level 3 harm “Shattered Right
Leg” is reduced to level 2 harm. His level 1 harm “Battered” is reduced to zero
and goes away. Cross is lef with one injury on his sheet: level 2 “Broken Leg.”
You may heal yoursel i you have the P�������� special ability, but you take
2 stress when you do so. You can also choose to simply tough it out and attempt
to heal without any treatment—in this case, take 1 stress and roll 0d.
Note that it’s the recovering character that takes the recovery action. Healing
someone else does not cost a downtime activity or the healer.
Whenever you suffer new harm, clear any ticks on your healing clock.
������ ����
Say what your character does to reduce the ���� level o the crew and make
an action roll. Maybe you C������ with your riend who’s a Bluecoat and she
arranges or a ew incriminating Watch reports to disappear. Or maybe you
C������ the ear o the local citizens so they’re araid to snitch.
Reduce ���� according to the result: �-�: one, �/�: two, �: three, ��������: five.
�����
When you spend time in training, mark 1 xp on the xp track or an attribute
or playbook advancement. I you have the appropriate crew raining upgrade
unlocked, mark +1 xp (2 total). See Crew Upgrades, page 95. You can train a
given xp track only once per downtime.
������� ����
Visit your vice purveyor to relieve stress. See the next section or details.
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vice
STRESS RELIEF
Te scoundrels o Doskvol are a special lot. Tey dey the powers-that-be
and dare to prey on those who are considered to be their betters. Tey push
themselves urther than ordinary people are willing to go. But this comes at
a cost. A scoundrel’s lie is one o constant stress. Inevitably, each turns to the
seduction o a vice in order to cope.
A scoundrel’s vice is their obsession. But with this indulgence comes relie rom
stress and the ability to once again ace the overwhelming challenge o their
daring lie.
��������������
I your vice roll clears more stress levels than you had marked, you overindulge.
A vice is not a reliable, controllable habit. It’s a risk—and one that can drive your
character to act against their own best interests.
When you overindulge, you make a bad call because o your vice—in acquiring
it or while under its influence. o bring the effect o this bad decision into the
game, select an overindulgence rom the list:
A������ T������. Select or roll an additional entanglement .
B��� about your exploits. +2 ����.
L���. Your character vanishes or a ew weeks. Play a different character until
this one returns rom their bender. When your character returns, they’ve also
healed any harm they had.
T�����. Your current purveyor cuts you off. Find a new source or your vice.
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VICE ROLL
Roll dice equal to your Clear stress equal to your highest
L����� A�������� rating. die result. I you clear more stress
levels than you had marked, you
overindulge. I you do not or cannot
indulge your vice during downtime,
you take stress equal to your ������.
E
C
I
�������� ���� ���� V
I you do not or cannot indulge your vice during a downtime phase, you take
stress equal to your ������. I you don’t have any ������, you’re ree to
ignore your vice. It doesn’t have a hold over you (yet).
����������� � ��
Along with your character’s heritage and background, their vice tells us what
kind o person they are. Tis obsession impacts their motivations, goals, and
behavior. When you ponder what your character might do or say next, you can
always consider their vice to help you think o something. As an added benefit, by
playing to the nature o your character’s vice, you earn xp at the end o the session.
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vice
Visit your vice purveyor to relieve stress . Roll dice equal to your lowest
attribute. Clear stress equal to your highest die result. I you clear more stress
levels than you had marked, you overindulge (see below). I you do not or cannot
indulge your vice during downtime, you take stress equal to your ������.
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You think I wander down here to watch the leviathan hunters come in, hey? To see
them nose up to the docks, all thrumming with their catch, sending out the ripples,
holding tight to that blood trying to force its way back into the sea? Hah. No. No, I’d
sooner watch a seagull feed her young by yakking food into their outstretched beaks.
No, I come down here because I know summat that these crews don’t know, that you
don’t know. Nobody knows it. Death is a song to the leviathans. They sing it, they listen
for it. If you know what you’re doing, you can invite them in close. Invite them up out
of the water, even, if you have a pretty enough song.
That’s how my people used to do it. Human sacrifice, that’s right. By the dozen. Blood
flowing in runnels to the ink-black water, plumes swelling into it like demon artwork,
scenting the surf. You say the right words, sing the right songs, use the right knife.
Get it right, and all that screaming and begging and weeping turns into seduction, into
power. You snare the curiosity under those tons of water, and it glides in close. It wants
that suffering and death, like you want that barmaid’s hips. It wants to enter, it wants
that warmth—it lusts for it.
So the greedy demon would haul itself up onto the land, panting through the surf,
churning it to fog. Then my people would attack. We took cross-cut saws, hatchets, blades
sharpened like you’ve never seen. We attacked those demons where they interrupted the
skyline with their breathing evil and their wood-hard flesh, their shiny deep armor. We
used drag harnesses to pull limbs away, and cut at their connections.
I remember it like it was yesterday. That living blood coats you like fury, squirming
on the skin, invasive and cold and screaming. Your heart changes. Your lungs freeze.
But you don’t slow what you’re doing, there’s too much energy to hold still, and you’re
in the clouding fog of undeath and raging life.
You cut at the leviathan for tentacles, leg stumps, rudder fins all stubby and scarred.
Whatever would stick out, different for each. Then you’ve got the leather, and the bone,
and the meat, the rune-stitched sinew. Keep it all, use it to make your own music in the
dark, to print the Back of the Mirror where the leviathan weakens its dividing surface.
See, I never saw a leviathan up close. I never had to. My great grandfather was a limmer,
a sacrificing warlock harvester. What happened to him soaked into his bones and blood,
into his past and future, and poisoned all of it. I can see the Back of the Mirror because
of what he did, and what it did to him.
My mind’s eye tells me the song this damned and forsaken city sings. I know there
will come a time when one of those leviathans they hunt will follow them home. Then
will be a beaching like this city has never known, those ships torn apart, that full load
of blood crawling through everything.
That will be the end of my lineage, and my family has known it for four centuries.
But today? These ships? No. Not today.
Maybe next time.
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CHAPTER 6
how to play
FICTION-FIRST GAMING
Fiction-first is a bit o jargon to describe the process o playing a roleplaying
game, as opposed to other sorts o games you might be used to.
In a standard board game, or example, when you take your turn, you choose a move
rom one o the mechanics o the game, and then use that game system to resolve
what happens. You might say, “I’m going to pay two stone to build a second ort on
my home tile.” We could call this process “mechanics-first.” What you do on your
turn is pick a mechanic to engage, then resolve that mechanic. Your choices are
constrained by the mechanics o the game. You might color it in with some fictional
trappings, like, “Te brave citizens o Baronia heed the call to war and build a stout
ort!” but the fiction is secondary; it’s flavor added on. In other words, the fiction is
brought in afer the mechanics, to describe what happened.
In a roleplaying game, it’s different. When it’s your turn, you say what your
character does within the ongoing fictional narrative. You don’t pick a mechanic
first, you say something about the fiction first. Your choices in a roleplaying
game aren’t immediately constrained by the mechanics, they’re constrained by
the established fictional situation. In other words, the mechanics are brought
in afer the fictional action has determined which mechanics we need to use.
For example, in Blades in the Dark, there are several different mechanics that might
be used i a character tries to pick the lock on a sae. It’s essentially meaningless
to play mechanics-first. “I pick a lock” isn’t a mechanical choice in the game. o
understand which mechanic to use, we have to first establish the fiction.
I your character is at their liberty back at the crew’s lair, with plenty o time to
dedicate to opening the lock on the sae, then we could use one o the downtime
mechanics—namely “Work on a long-term project.” You might do very well and
open it quickly, or it might prove more challenging, requiring several attempts
over a longer period o time.
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I your character is in a burning building, trying desperately to open the sae while
flaming roo-beams are raining down around them, then the action mechanic
would come into play. You might do very well and avoid harm rom the fire and
debris while you work on the lock or you might have to abandon your work to
keep rom being crushed and burned.
I your character knows nothing about sae-cracking, you might pay someone
to open it or you. In which case, we’d use the mechanic to acquire an asset—a
master locksmith in this case. You might arrange a good deal and get a skilled
worker, or you might have to pay more to get the quality you need.
And so on and so orth. Tere are an infinite number o approaches you might
take, constrained by the fictional circumstances.
Te important concept here is that you first choose what your character does in
the fiction, then the group picks a mechanic that suits the situation to resolve what
happens. Once you establish the fictional action, selecting a mechanic rom the
options at hand is pretty easy. I you try to do it the other way around—picking
the mechanic and then trying to “color-in” the fiction afer—you’ll find that the
game can become conusing and muddled.
When something seems weird, or a situation resolves in a bizarre way, back out
to the level o the fictional narrative. What’s going on? What are you trying to
do? Which mechanic is suited or this? Don’t try to orce a particular mechanic
onto the fiction. ake the fiction first (ah, see that? “fiction-first”) and then use
the mechanics to support it.
Tink o the mechanics o the game as tools in a toolbox. Tere’s no point saying,
“I hammer it” until you know what you’re building. Also, there’s no constraint
that says you must always use a hammer and nail every time you need to attach
two pieces o wood. You use the tools that suit what you’re trying to do. Te same
goes or mechanics in a roleplaying game. First establish the fiction, then select
a mechanical tool rom the toolbox that suits the situation you need to resolve.
Which tools you pick will ofen be pragmatic, but can also be a stylistic choice.
Tere’s no one right way to choose a tool, afer all. Te tools are there or you to
use as you see fit; developing a style o use and set o precedents as you go along.
Te text o the game gives you both the set o tools and a guide to their usage,
which is essentially the best practices the playtesters and I developed. Tese best
practices will start you on your way toward successul game play—but ultimately
they are just a guide. It’s up to you and your group to put them into practice and
learn the use and eel o the tools in play.
Tis is one o the most un aspects o roleplaying games. Because there’s no single
right way to use the tools, the act o play is constantly creative—at the level o the
fictional narrative, o course, but also at the level o the application o the game
systems. I’ll explain the tools and teach you some good ways to apply them, but
when it’s all said and done, your experience with Blades in the Dark will be one
that you and your group make or yourselves.
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In Blades, the PCs can’t really do things saely. Everything is a risk o harm,
consequences, ����, angry actions, etc. But they can do stuff! All those �/�
results let them get stuff done, while they get smashed, bloodied, and harried by
enemies. Doskvol chews you up and spits you out. Te characters that start the
game won’t necessarily be the same ones that see the crew through to the end.
I you want less immediate consequences or those �/�s, you can always use a
clock. Instead o instantly being noticed when they roll a �/� to sneak in, start
an “Alert” clock or the guards and tick it up. Tis is still a tricky consequence,
but it doesn’t bring the whole situation to an end.
Te theme or Blades in the Dark is one o struggle and consequences, so you
almost never achieve anything without a cost—at least according to the dice
results. Tis is why the PCs have additional resources to mitigate consequences:
so the players have to make hard choices about what’s worth resisting (spending
their valuable stress) or when it’s worth taking a hit or a teammate, or using your
armor, or agreeing to a tough Devil’s Bargain, etc.
eamwork can also mitigate things a lot, turning a desperate roll into a risky
one, increasing effect, and/or pumping up the dice pool. It takes a while or most
groups to really use teamwork well, which is by design.
Distinguish the various action roll positions by what the PC is risking. Describe
the enemy NPC in action, about to do something to the PC. Tat’s what they’re
risking when they act, and that defines the position.
“You rush in to stab him in the neck, and he flashes his sword up in an expert
parry, to turn your blade aside and run you through. Desperate position,
great effect, yeah?”
All o the adjustable dials in the game—position, effects, consequences,
supernatural powers—are or the group to experiment with. ry to avoid
unilateral decisions as the GM. Ask the group what they think. Is this desperate?
What’s a good risk here? Do you think that’s the ull effect, or is there more lef
to do? Part o playing Blades is establishing things that work or your group.
��� �� �� ����
What’s the point o this shif into a mechanic, anyway? Why not just talk it out?
Te main reason is this: when we just talk things out, we tend to build consensus.
Tis is usually a good thing. It helps the group bond, get on the same page, set
expectations, all that stuff. But when it comes to action-adventure stories like
Blades in the Dark, we don’t want consensus when the characters go into danger.
We want to be surprised, or thwarted, or driven to bigger risks, or inspired to
create a twist or complication. We want to raise our hands over our heads and
ride the roller coaster over the drop.
When the mechanic is triggered, the group first dips into being authors or a moment
as they suss out the position, the threats, and the details o the action. Ten, author
mode switches off and everyone becomes the audience. What will happen next?
We hold our breath, lean orward in our seats, and let the dice all.
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6
166
6
Your job is describing the harmul outcomes with gusto, not inflicting them. Te
purpose o the consequence and stress mechanics is to add interesting fictional
details to the game when it comes to harm and trouble. Instead o simply saying,
“You take 3 damage,” you describe how the blade catches under their armor and
digs a bloody urrow across their ribs. Te harm becomes a vivid threat in our
imaginations. Once we know what it is, the player cares about resisting it, “Yeesh!
No, I’m gonna resist that.” But the only way they can know whether it’s worth it to
risk the stress cost is i you describe the potential harm. Each cycle o threat and
Y
stress requires this input o new fiction. And that, afer all, is what we’re here to do. A
L
P
NPC THREAT LEVELS O
T
Te severity o the consequences that you describe (and the position or the W
action roll) determines the threat level o the opposition. I they’re acing an NPC O
that you’ve described as a standard thug, then the consequences will be things like H
wrestling the PC to the ground, or punching them in the ace, or maybe cracking
a rib with her blackjack i the thug has the upper hand.
I they’re acing an NPC that you’ve described as a master assassin, then the
consequence might be a lightning-ast move that puts a dagger in the PC’s heart.
Since NPCs don’t have stats and action ratings, it’s by the severity o their
consequences and the position and effect o the PC’s action roll that their
capabilities are maniest in the game.
Also, a dangerous NPC can take the initiative. I the NPC is skilled, tell the
players what the NPC is about to accomplish, then ask them what they do.
“She corners you at the top o the stairs and tries to wrestle you into the
manacles. What do you do?”
Te PC’s next move—and the action roll that results—will tell us how effective
the NPC’s maneuver was. Remember, an action roll usually serves double duty,
resolving both PC and NPC actions at the same time.
I the NPC is a master , tell the players what the NPC has already done, then
ask i they want to resist it.
“She’s just way too ast or you to deal with. Beore you realize what’s happening,
the manacles are on your wrists. Yeah? Or do you want to resist that?”
Tis is something that will grow and evolve over time as you play the game. alk to
the group about it as you go. Do you want a more deadly, high-stakes, kind o game?
Ten PCs and NPCs should threaten lethal harm all the time, and resistance rolls
should only reduce consequences. Do you want a more cinematic, adventurous
kind o game? Ten describe dangers with less dire consequences. People are “lef
or dead.” Explosions make you look cool when you dive out o the way.
You don’t have to decide on one approach and stick to it. Be flexible and let it
change over time according to what the group is most excited about.
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FAILING GRACEFULLY
Te system o Blades in the Dark is designed to ail graceully. I you just use the
core rolls and orget extra details or special cases, it’ll be okay. Te game will sail
along just fine. Te game is better when you use all the details, but the whole
thing doesn’t come crashing down i you don’t.
I you want to ease into the mechanics, just start with risky action rolls and
standard effect (don’t worry about actors).
When something bad happens to a PC and they want to resist it, explain resistance
rolls. When the group starts asking about teamwork and helping each other, bring
in the teamwork maneuvers. When they go up against high ier or large-scale
opponents who are meant to be very dangerous, bring in effect actors. Don’t
eel like you have to explain everything up ront.
Te same goes or the fiction. Don’t eel like you have to get everything perectly
right every time. I you say something and then realize later that it was wrong,
just revise it. No big deal.
“I told you that rayga was seen at the docks, but that was all wrong. It was
supposed to be Arlo.”
“Oh! Well that changes things. Okay, got it.”
I you’re not sure what to do, keep it simple. Go with what’s obvious to you. Add
mechanics when you’re comortable. Forgive each other’s mistakes. Fly casual.
SETTING PRECEDENTS
What’s true or the PCs is true or the NPCs, and vice versa. I you establish that
the Whisper PC is the only one who can talk to the ghost they summoned (due
to a special “summoning language” that binds them together), then that act
becomes true or NPC-summoned ghosts, as well. I you establish that a skilled
NPC can instantly kill an unsuspecting victim, then the PCs can try it, too.
Each time you make a judgment call or establish new details about the game
world, they become available to everyone as a new tool in play. Precedents don’t
have to be permanent—eel ree to revise them as you go along. But when you
revise them, it still cuts both ways; or PCs and NPCs alike.
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ACTIONS IN PLAY
On the ollowing pages, the 12 actions are detailed and fleshed out with examples
o maneuvers and consequences.
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6
ATTUNE EXAMPLES
When you A�����, you open your
mind to the ghost field or channel nearby C���������
electroplasmic energy through your I A����� to the ghost field to see i there
body. You might communicate with a are any magical wards on the door.
ghost or understand aspects o spectrology.
�/� Reduced Effect: You sense a buzzing
You could try to perceive beyond sight in
ward in the ghost field, but you can’t quite
order to better understand your situation
tell how ar it extends—to the windows
(but Surveying might be better).
and roo, too? Maybe so.
�� ��������� �/� Lesser Harm: here’s a sharp
How do you open your mind to the electrical pop, and a spark burns across
ghost field? What does that look like? your cheek. Level 1 harm, “Scorched.”
What energy are you attuning to? How R����
are you channeling that energy? What I reach into the ghost field or the death
do you hope the energy will do? echoes o rennet. He died on this very spot,
so I’ll try to catch a vision o it.
Te “ghost field” is somewhat ambiguous,
by design. It’s the energy contained �/� Reduced Effect: You see the aint
within the lightning barrier o the city, glimmer o rennet’s ghost echo,
the echoes o events in the recent past, thrashing on the floor with a large figure
and the medium in which spirits exist. atop him, bearing down as i choking
It’s a dangerous and strange element that him. It sort o looks like Ul Ironborn,
should never eel sae or tame. o Attune but you can’t be sure.
is to connect to a crackling source o �/� Harm: rennet’s death agony washes
power that can easily snap out o control. over you. You see Ul Ironborn’s ace and
Bring your ideas o strange arcane energy eel his vice-like grip on your throat,
into play and ask the other players what crushing the lie out o you. ake level 2
they think about it, too. harm, “Choked.”
When you Attune to the ghost field you D��������
can see echoes o recent events or sense As the ghost tries to possess me, I smash
things beyond sight (the Whisper’s fine my hand through the glass over the electric
spirit mask allows them to see even more light. I’ll A����� the electricity through
detail). Surveying is usually the action mysel to ry the ghost!
you’d use to get a sense o a location or
to spot hidden things, but Attuning can �/� Serious Complication: Te electrical
work—ofen with a worse position since surges overload the spirit. As it’s driven
you’re risking danger rom the ghost field. off, crackling bolts o energy lash out
rom your hands and eyes, setting the
Any PC can Attune. It’s not a supernatural room ablaze.
git. he ghost ield is always there,
just at the edge o the mind, ready or �-� Severe Harm: Te ghost rides the
a connection. Whispers and other energy directly into your mind. You suffer
occultists can Attune as the basis or two types o harm: level 2 “Burned” rom
supernatural powers, such as T������ the energy, and also level 3 “Possessed.”
or P������. Without the ghost field and Which would you like to resist first?
electroplasmic energy, these powers can’t
maniest.
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COMMAND EXAMPLES
When you C������, you compel
swif obedience. You might intimidate or C���������
threaten to get what you want. You might “You’re on our tur, asshole. Tere are at
lead a gang in a group action. You could try least our guns on you right now. Give me
to order people around to persuade them the case and piss off.” D
N
(but Consorting might be better).
�/� Reduced Effect: He sets the case
A
M
�� ��������� down and takes a step back. “I’m M
O
Who do you command? How do you
supposed to get coin or this,” he says. C
,
�-� Risky Opportunity: He snaps a small E
do it—what’s your leverage here? N
lighter open and holds the flame near the U
What do you hope they’ll do? T
documents jutting rom the valise. “Not T
When you Command someone, you until I see some coin!” he says. A
:
don’t care about what they want. You S
R���� N
tell them what to do and expect them
We’ve got each other by the collars, sort O
I
to do it— out o ear, respect, or some T
o hal-wrestling against the wall. I snarl, C
other motivating actor (this is your
“Just take your crew and walk away. One A
leverage over them). Consorting can be
death is enough or tonight.”
better i you’re trying to get along with
someone and work together. When you �/� Harm: He twists an arm ree and
Command a riend or contact, they can belts you across the jaw, ringing your
eel disrespected, so your position will ears. “Now it’s enough,” he says. “Let’s go,
probably be worse. boys.” ake level 2 harm, “Concussed.”
Command is almost always the right D��������
action or leading a cohort or sending an “No, I don’t think so, Bazso. You’ll pay six
NPC group to do something according to coin, up ront, or we go to the Sashes or
your instructions. Handle it as a “group a better offer.”
action” teamwork maneuver with you �/� Serious Complication: You do it!
rolling Command and the cohort rolling But Bazso looks you up and down with
quality. a steely eye. “You’ve got fire, girl,” he says,
You might be able to Command another counting out six-coin worth o silver
PC. Ask the player i their character has slugs into a purse and tossing it to you.
reason to ollow your orders—ear, trust, Start a new clock—let’s call it “Bazso is
respect, etc. I they do, then your action Fed Up with Your Shit.” Four segments,
can orce them to comply. I they don’t, and, how about you fill three o those
then your action can only disrupt them in? You might become the next object
somehow. You might righten them with lesson or young punks who challenge
intimidation (inflicting harm), cause his dominance.
them to hesitate at a crucial moment, �-� Serious Complication: You don’t
make them look weak in ront o others, do it. Bazso glares at you. “You’ll do
etc. Command isn’t mind-control but it or three and say ‘Tank you Bazso
it is an intense interaction. Te other Baz, sir.’” Start a new clock—let’s call it
player will judge i their character can “Bazso Makes an Example o You.” Four
be ordered around or not. segments, and fill three o those in.
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6
CONSORT EXAMPLES
When you C������, you socialize with
riends and contacts. You might gain C���������
access to resources, inormation, people, or Nyrix has been working the Gondoliers or
places. You might make a good impression weeks now. I hope she has a good target
or win someone over with your charm she can share with me.
and style. You might make new riends or
�/� Reduced Effect: She has someone in
connect with your heritage or background.
mind, yeah. A real peach o a target. But
You could try to direct your riends with
she doesn’t know where he lives. You’ll
social pressure (but Commanding might
have to ollow him home afer his shif.
be better).
�/� Risky Position: She actually lured
�� ��������� a target to the Red Lamp with her. She
Who do you consort with? Where do plops down next to you with this thick-
you meet? What do you talk about? necked Gondolier on her arm, already a
bit drunk. She seems to sort o recognize
What do you hope to achieve?
you, or she’s working it out. Nyrix gives
When you Consort with someone, you you a look like, “Go ahead then!” and
care about what the other person thinks closes the curtain to the booth so you all
and eels and in turn they care about have some privacy.
what you want (at least a tiny bit). You’re
R����
being a charming, open, socially adroit
I pull out my bottle o fine whiskey and
person. You can Consort with people you
give the room a broad smile. “Who wants
already know, or try to “fit in” in a new
the good stuff?” I hope I can keep them
situation so you make a good impression.
occupied while Breen works on the sae.
o Consort, you need an environment
�/� Harm: You pull it off, but you have to
that isn’t totally hostile. You might
get wasted with them. ake level- 2 harm,
Consort with the chain gang when
“rashed.” Your head is killing you and
you’re thrown into Ironhook (a desperate
the room is spinning.
situation, to be sure) but it’s usually
hopeless to Consort with the assassin D��������
sent to murder you. When you Consort I know they’re, like, a “secret” society, but
with people related to your background can I sort o shmooze around the party
or heritage, you can expect a better and figure out who’s a member o the Circle
position and/or increased effect. o Flame?
You might be orced to Consort in an �/� Serious Complication: You blend
unamiliar situation in order to create in long enough to spot some subtle hand
an opportunity or another action. For gestures being used by a ew guests.
instance, i you want to talk to Lord You recognize Arter Clavish, a wealthy
Scurlock at a party, you’ll have to at least nobleman, as one o them. Everything is
try to Consort with the other guests to going great until you realize that all the
make your way to his table. Commanding “normal” guests are gone, and the party
or Swaying are options, sure, but expect has quietly become a Circle o Flame
a rather sudden escalation o trouble i gathering. Te time or introductions and
things go badly. bona fides is coming up any moment now.
What do you do?
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6
FINESSE EXAMPLES
When you F������, you employ dextrous
manipulation or subtle misdirection. You C���������
might pick someone’s pocket. You might I shut down the engine and guide the ship
handle the controls o a vehicle or direct with residual momentum, slipping into the
E
a mount. You might ormally duel an waterway beneath the Academy. S
opponent with graceul fighting arts. You S
�/� Reduced Effect: As your lamp casts E
could try to employ those arts in a chaotic
its light ahead you see that the way is N
I
melee (but Skirmishing might be better).
not as clear as you hoped it would be.
F
,
You could try to pick a lock (but inkering T
Sections o the canal walls and ceiling R
might be better).
have allen in. You’ll have to keep O
S
�� ��������� maneuvering careully to get all the way N
O
What do you finesse? What’s graceul
to the landing urther in. Start a clock: C
:
“Navigate the Canal,” our segments, and S
or subtle about this? tick one. Do you press on? N
O
I
What do you hope to achieve?
�-� Risky Position: You approach the T
C
When you employ Finesse, you’re subterranean canal, and the water surges A
graceul, stylish, and subtle. You might as the sinuous body o a great sea eel
think o it as the polar opposite o Wreck. circles near the entrance, eeding on the
o use Finesse, you’d preer some time scraps o reuse that collect around the
and space to do things “just so” rather entrance. You have a final moment to
than rushing into something and getting adjust course and turn away—or else go
sloppy. I you have to hurry up, or act on ahead with your maneuver rom a risky
someone else’s terms, Finesse becomes position. What do you do?
challenging pretty quickly. It’s all well and
R����
good to want to duel an opponent with
I embrace the magistrate warmly, “Lady
your ancy sword arts, but i they insist
Dunvil, how charming to see you!” while I
on kicking the table over and throwing
slip the spirit lure into her pocket.
fire bombs at you, you’ll have to get
desperate. Skirmishing is the best option �/� Complication: She doesn’t notice
when the fight becomes a savage melee, you place the lure. During dinner, one
but one-on-one, in a fight that you’re o the other guests—a striking and
ready or, Finesse can be just as good. gaunt woman in a crimson dress—stares
intently at Lady Dunvil’s side o the table.
In a way, the reverse is true or sleight-o-
Afer dinner, she moves to investigate the
hand and inconspicuous Finesse. Picking
strange disturbance she eels in the ghost
a pocket or slipping away unnoticed is
field. What do you do?
less perilous when the situation is chaotic,
crowded, or otherwise distracting or the D��������
target in question. (Contrast this with As the thug rushes in to tackle me, I defly
Prowl , which is best done in darkness, sidestep, draw my rapier, and cut their
avoiding people.) When the Bluecoats hamstring to send them tumbling down
wrestle you to the ground to manacle the staircase behind me.
you, that’s a great opportunity to lif the �/� Severe Harm: You do it, sidestepping
keys off one o them. and slashing, but the thug’s momentum
is too great, and the collision sends you
both down the stairs. Suffer level 3 harm,
“Broken Collar Bone.”
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6
HUNT EXAMPLES
When you H���, you careully track
a target. You might ollow a person or C���������
discover their location. You might arrange I wait until Bazso passes in ront o his
an ambush. You might attack with office window, then I hold my breath, and
precision shooting rom a distance. You squeeze the trigger.
could try to bring your guns to bear in a
�/� Reduced Effect: Te shot clips Bazso
melee (but Skirmishing might be better).
along the side o his head, ripping open
�� ��������� his scalp. He crumples down out o sight,
seriously wounded at least. What do you
How do you hunt them down? What do?
methods do you use?
�/� Risky Position: You hit Bazso
What do you hope to achieve?
through the neck, spraying blood
When you Hunt a target, it’s all about everywhere. (Let’s make a ortune roll
precise and skillul execution—your later to see i he’s too tough to die or
talent brought to bear against the target, not, yeah?) Anyway, you hear shouts—
your victim. Like Finesse, Hunting is “Te roo, over there!” and bullets start
about perorming on your own terms— cracking into the bricks all around you.
you stalk the target to their lair, you What do you do?
select the ambush point, you line up the
R����
target in your sights and take the shot.
Te Dimmer Sisters get their supply o
Hunting is all about the maneuvers beore
electroplasm somehow. I’m going to locate
the fight. When you try to Hunt afer
the source and track how it’s delivered.
the chaos begins, you’ll probably find
yoursel in a desperate spot. ime and �/� Complication: You track down the
distance are your allies. Contrast with source and delivery method (I’ll explain
Skirmishing , which is desperate and least in a minute), but as you’re headed back
effective when the enemy is ar away and to the lair, your breath comes out as og
disengaged. and you hear the wail o a ghost echoing
rom the shadows: “Now now now, who’s
Tere’s no “shooting” action in Blades, by
this this this, hunting hunting hunting...”
design. Te action roll system is designed
Do you reeze up, try to escape, or resist
or players to choose the action they
and do something else?
perorm in any given situation, which
the GM then judges or position and D��������
effectiveness. When the fight is on, do Beore the Bluecoat can get around the
you Hunt? (Or Skirmish, or Finesse, or corner, I want to set up an impromptu
something else?) It’s up to the player to ambush!
decide their approach. Hunting is usually �/� Reduced Effect: You find a blind
the most effective action when taking an angle to attack rom, but it’s awkward and
aimed shot at a distance. But i you’re in cramped in the alley. Your blade strikes
the middle o a brawl and blast someone sparks off a steam-pipe and then crashes
with your pistol, Skirmish works, too. off the Bluecoat’s helmet. He grunts and
Te Hunt action is broader in scope than staggers or a moment, swatting back with
mere marksmanship. It’s the ideal action his truncheon and groping or his whistle.
or tracking, stalking, and discovering What do you do?
the location o anything or anyone.
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6
PROWL EXAMPLES
When you P����, you traverse skillully
and quietly. You might sneak past a guard C���������
or hide in the shadows. You might run and I slip up behind him and kosh him over
leap across the roofops. You might attack the head with my blackjack.
someone rom hiding with a back-stab or
blackjack. You could try to waylay a victim
�/� Reduced Effect: His knees buckle or L
a moment, but he doesn’t go down. He W
in the midst o battle (but Skirmishing
curses and staggers sideways and reaches O
might be better). R
out to support himsel against the wall. P
,
�� ��������� What do you do? T
N
How do you prowl? How do you use �/� Risky Position: You knock him out U
the environment around you? and drag him out o sight under the H
:
stairs. Another guard bursts into the S
What do you hope to achieve? N
room holding a small keg under his arm. O
I
When you Prowl, you use the eatures “I got some!” he says. He peers around. T
C
o your environment to move around “Markus?” He’s blocking the only way out A
skillully. he more conducive the o here. What do you do?
environment, the better your position.
R����
Prowling is more than just “stealth”—
I dash across the courtyard, using the
it’s all o the related physical skills o
petrified trees or cover, and climb the
movement as well as an instinctual
drain pipe up to the second floor window.
awareness o where to go and the
right timing to employ. You can think �/� Complication + Reduced Effect: You
o Prowling as general athletic ability make it halway across, behind the second
(running, climbing, jumping, swimming, tree here, when one o the guards says, “Hey,
etc.) tuned or quiet, efficient movement. did you hear that?” and then heads over to
check out the noise. Make a “Discovered”
You might use this movement to hide out
clock, our segments, and tick two—these
o sight and backstab an enemy. Waylaying
guys are pretty sharp. What do you do?
someone this way is similar to Hunting a
target rom an ambush point—this is one D��������
area where the actions overlap. Prowl is I back up to the balcony rail as they encircle
ofen used as a setup action or to create me. “It’s been un, ellas...” I jump off and
an opportunity (or both at once). You throw my grappling hook, swinging to
might Prowl to a good hiding spot so you saety.
can take your time Surveying a location �/� Severe Harm: You jump and swing
without being noticed. but a ew o them manage to rush orward
When a Prowl roll goes badly, it doesn’t and fire. A bullet smashes into your
have to be “all or nothing.” A common shoulder blade. Your hands go numb and
mistake is to say that the character is you land hard on the cobblestones in the
discovered as a consequence. Instead, alleyway. ake level 3 harm, “Shot in the
you can start a clock like “Discovered” Back.” But hey... you escaped.
and tick a segment or two. Tink o the �-� Severe Harm: Just not ast enough. You
clock as “stealth harm levels.” Te PC can get one oot up on the railing, and they all
take a ew hits beore they’re knocked out open fire. ake level 4 harm as you’re shot
o the hide-and-seek fight. to pieces.
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6
SKIRMISH EXAMPLES
When you S������� , you entangle
a target in close combat so they can’t C���������
easily escape. You might brawl or wrestle Now that I have him pinned down on the
with them. You might hack and slash. You ground, I grapple around to his back and
might seize or hold a position in battle. choke him out. I want to get some answers
You could try to fight in a ormal duel (but rom this asshole later.
Finessing might be better).
�-� Withdraw: GM: “As you wrestle with
�� ��������� him, he suddenly gets his knie ree and
starts stabbing wildly. Want to keep going
How do you skirmish with them? with a risky action?”
What combat methods do you use?
Player: “No, I’ll withdraw and try a
What do you hope to achieve?
different way. I break ree as he starts to
When you Skirmish with someone, it’s stab, stand over him and blast him with
a fight. You’re attacking and deending, my pistol. Tat’s still controlled, yeah?”
back and orth. You can Skirmish to start GM: “Yeah, but it’s a different way, right?
a fight, to survive a fight, and to end a You’ll Hunt instead o Skirmish now.”
fight—but it’s always a fight. I you step
Player: “Ah, okay, gotcha. Tat’s fine.”
up behind someone and stab them in the
spine, that’s Prowling . I you tackle them to R����
the ground, wrestle them into submission, When he stabs at me, I parry his knie arm
and cut their throat, that’s a Skirmish. I to the inside with my off hand, pass to his
you address them with a ormal challenge right side and attack him with an icepick
and step back into a dueling stance, stab to the neck.
maybe you’ll get to try out your Finesse. �/� Reduced Effect: He adjusts as you
(In a duel, Skirmishing is ofen desperate. move in, grappling you close, but he loses
In a brawl, Finesse is desperate.) his balance and you trip him backwards
into a nasty throw, knocking the wind
Generally, the consequences you suffer
out o him as you pin him down. What
in a Skirmish come rom the enemy.
do you do?
Te more dangerous they are, the worse
your position—and the more dire those D��������
consequences will be. He may have ambushed me, but I’m still
gonna fight back! Also I’m gonna grab that
I you find yoursel in a skirmish and you
icepick off the bar to use as an impromptu
want to do something besides fighting,
weapon. Screw this guy.
you might ace a consequence first—
which you can accept or resist (or maybe �/� Suffer Harm: You avoid his sudden
get a teammate to ace or you). Just stab to your throat, but catch a nasty cut
because you really want to Sway someone along your arm as you deend yoursel.
doesn’t mean they stop punching you so ake level 2 harm, “Knie Cut to Arm.”
you can talk to them. Another approach And you do manage to grab the icepick!
is to Skirmish (or Prowl ) to win ree o What do you do?
the melee (rather than inflict harm) then
perorm your other action afer that.
I you fight alongside your cohorts in
battle, you Skirmish. I you direct them
but you’re not engaged yoursel, you
Command them.
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6
STUDY EXAMPLES
When you S����, you scrutinize details
and interpret evidence. You might gather C���������
inormation rom documents, newspapers, I go over every inch o this place, looking
and books. You might do research on an or the secret entrance.
esoteric topic. You might closely analyze a Y
�/� Reduced Effect: Afer a ew moments, D
person to detect lies or true eelings. You
you find a hairline seam around what U
could try to examine events to understand T
must be the door. You can’t tell how to S
,
a pressing situation (but Surveying might
open it, though. Want to keep Studying H
be better).
and figure it out, or do something else? S
I
M
�� ��������� �/� Minor Complication: You hear the R
I
What do you study? What details or sound o heavy boots in the hallway as one K
o the house staff goes about their duties.
S
:
evidence do you scrutinize? S
Mark one tick on the “Discovered” clock. N
What do you hope to understand?
You find the door and mechanism, opening O
I
T
When you Study, you concentrate on it with a def flick o a hidden switch. C
small details—expressions, tone o voice, A
R����
innuendo, tiny clues—to find what’s
While Arcy and Bazso talk, I Study Bazso
hidden, determine acts, corroborate
or any signs o deception, especially when
evidence, and guide your decisions.
we talk about orming an alliance with the
Studying is oten used to “read a Lampblacks.
person”—this is a gather inormation
�/� Complication: You can tell that he’s
roll to judge whether or not they’re
telling the truth, but he notices your
lying, what they really want, what
scrutiny and gives you a close look, as
their intentions are, etc. (See the list o
well. Start a new clock: “Bazso Figures Out
questions you might ask on the bottom
Our Plans,” six segments, and tick two.
o your character sheet.) When you Study
someone in this way, you can ask the GM �/� Desperate Position: You get a solid
questions while you interact with them read on Bazso—he’s telling the truth—
i you want, so you might wait until they but afer the meeting, his second-in-
say something fishy, and then ask the GM command, Pickett, corners you and gets
“Are they telling the truth?” in your ace. “What are you doin’, giving
everyone the stink eye, eh? Gettin’ any
I you want to get a eel or the current
unny ideas?” What do you do?
situation or scout out a location, that’s
Surveying . A survey glosses over details D��������
in avor o big-picture stuff. Study does As the demon lunges or Arlyn, I start
the opposite—it’s about precise acts and grabbing books and journals off the shelves.
details. Are they lying about that? Is the Tere must be one that details the Count’s
sae hidden behind a wall in this room? investigations into this devil!
Studying is also the action or research �/� Severe Harm + Reduced Effect: You
o all kinds (ofen a long-term project). find the correct volume, but as you begin
Want to find out which noble has the best to open it, the demon suddenly roars,
art collection with the worst security? changes direction, and swats you across
Want to know how many rioting the room. Te book lands a ew eet away.
prisoners it would take to overwhelm Te rune on its cover glows aintly. Your
the guards at Ironhook? Virtually any ribs are broken (level 3 harm). What do
act can be discovered through Study. you do?
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SURVEY EXAMPLES
When you S�����, you observe the
situation and anticipate outcomes. You C���������
might spot telltale signs o trouble beore it I nestle into my hiding spot and watch the
happens. You might uncover opportunities Hive HQ. I want to know who comes and
or weaknesses. You might detect a person’s goes, and how they get in and out.
motivations or intentions (but Studying
�/� Reduced Effect: You get a good eel
might be better). You could try to spot a good
or the various entrances and their security
ambush point (but Hunting might be better). measures, but it looks like there’s some
�� ��������� kind o entrance challenge that people are
subject to. Are they saying a code-phrase,
How do you survey the situation? Is or showing a pass or something? You can’t
there anything special you’re looking quite tell.
out or?
R����
What do you hope to understand?
Okay, so, they’re chasing me along the
When you Survey, you get a better roofops, right? Tere must be a good
understanding o what’s going on spot where I can dive into a canal and
around you. You observe a location or disappear. I want to do a setup roll or my
circumstance and its eatures: entrances Prowl action next.
and exits, strong points and weak points,
�/� Reduced Effect: “Hmm, reduced
what’s normal and what’s unusual there,
effect doesn’t make sense or a setup roll,
what’s likely to happen next, etc. A good
really. Let’s pick a different consequence.”
Survey will keep you rom being surprised
and helps you make better decisions �/� Desperate Position: “Yeah, this
about how to approach a problem. doesn’t fit either. I’m setting mysel up
or a better position, so...”
Surveying is oten used to “read a
situation”—this is a gather information �/� Complication: “Tis is good. How
roll to judge opportunities and dangers about I take +2 ���� during the chase?
(see a sample list o questions you might Everyone sees me leading the stupid
ask on the bottom o your character sheet). Blues on a merry chase.”
When you Survey the scene, you might D��������
ask the GM questions beore anything Tey’re attacking us? No no no... I want
happens, so you can spot opportunities or a flashback to a ew seconds ago to get a
action. I you’re suspicious o the meeting bad eeling about this beore it kicks off.
with the Lampblacks, or example, you
might ask, “What’s really going on here?” �/� Reduced Eect: You sense the
to get a clear read on the situation. ambush, but it’s down to seconds beore
everything happens. You can take one
o Survey, you usually need access to good hal-measure first. Do you drop to the
vantage points. I you want to Survey the ground or cover, push someone else
Billhooks’ HQ or a good assault point, down, something like that?
or example, you’ll need to walk around
and give it a good look, maybe watch the �-� Severe Harm: You’re fixated on
gang members coming and going, notice one o the enemies, certain that they’re
their security measures, etc. You might gonna do something bad, and you get
use Prowl or Consort to set up a Survey blindsided by someone else. ake level 3
action, so you can observe things with harm, “Stabbed in the Back.”
greater effect or rom a saer position.
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SWAY EXAMPLES
When you S���, you influence someone
with guile, charm, or argument. You might C���������
lie convincingly. You might persuade someone Maybe he doesn’t want anything to do with
to do what you want. You might argue a case the Grinders, but we both know that he
that leaves no clear rebuttal. You could try to owes me. I lay it out in black and white.
Y
trick people into affection or obedience (but It’s time to make good. A
Consorting or Commanding might be better). W
�/� Minor Complication: “Yeah, yeah, S
,
�� ��������� okay, you made your point. But look... Y
you have to promise that no one will E
Who do you sway? What kind o V
know I helped you, okay?” R
leverage do you have here? U
�-� Risky Position: He shakes his head S
:
What do you hope they’ll do? the whole time you’re talking, making a S
N
When you Sway someone, you don’t care ace. “You’re right, I know! But I can’t do O
I
about what they think or eel. You’re anything! You have to tell Vale to let me T
C
manipulating them—either with charm, back into her crew. Ten I’ll be sae, and A
lies, or well-reasoned arguments that I can do this or you.”
they can’t easily dismiss. You’re trying to R����
get them to do what you want, not what Listen, Vale... I respect you. I’m not trying
they want or need. You can Sway a riend to run your crew. But you need a tinkerer,
or contact—they’re probably vulnerable and Holtz wants back in. It’s good or both
to you—but the risks are higher i they o you.
figure out what you’re doing to them; it’s
probably a desperate thing to try. �/� Reduced Effect: “Fine, but he’s on
probation. I I catch him on the spark
Swaying someone isn’t mind-control. You even once, he’s out on his ass again.”
need some kind o leverage to make it
work. It might be the leverage o being �/� Complication: “You just want Holtz
a very charming or desirable person to help you with that Grinder thing, don’t
that the target wants to please. It might you? Okay, fine... but I get a piece o the
be the leverage o having good reasons, action.”
evidence, and/or moving rhetoric that all �-� Complication: “You come into my
seems so convincing they’re inclined to place and tell me my business? Over
agree with you. Leverage is situational: that slaggin’ spark-head? Get out o
what works with one target may not here.” She’s pretty pissed. Start a 4-clock,
work with another. I you have leverage, “Lose Status with Fog Hounds,” and tick
you can try to Sway them. Without it, it twice.
you can all back on ear or intimidation
(Commanding them) or even simple
D��������
I swear, I had nothing to do with it. I’ve
physical orce to get your way.
never even been on a train! Been in the
You might be able to Sway another PC. Dusk my whole lie. Never lef.
Ask the player i you have any leverage
�-� Serious Complication: “Yeah,
over their character. I you do, then your
yeah. Sure you haven’t. We’ll just let the
action can orce them to see it your way.
magistrate decide, won’t we? ake her
I you don’t, then your action can only
away.”
disrupt them somehow—an intense
distraction, but not a convincing one.
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TINKER EXAMPLES
When you T�����, you fiddle with devices
and mechanisms. You might create a new C���������
gadget or alter an existing item. You might Okay, I just need to set up the receptor rods
pick a lock or crack a sae. You might disable properly and we can pass saely through
an alarm or trap. You might turn the spark- the lightning barrier without a scratch.
craf and electroplasmic devices around the �-� Withdraw or Risk: As you contact
city to your advantage. You could try to use the barrier, the receptor rods spark like
your technical expertise to control a vehicle crazy and start to glow white hot at the
(but Finessing might be better). tips. Maybe the alignment is wrong? Do
you want to back off and try another way
�� ��������� through, or try to tweak the alignment
What do you tinker with? beore they melt?
What do you hope to accomplish? R����
When you inker, you take stuff apart, Nothing to worry about! I’ll just align the
put things back together, bend, solder, rods within the lightning field beore they
twist, and modiy. inkering covers a melt.
airly broad range o activities, having to �/� Complication + Desperate Position:
do with mechanisms and engineering as One o the rods melts, bends, and
well as chemistry and biological sciences. disintegrates in a shower o electroplasm.
Te adept tinkerer knows how things Te others survive long enough or you to
work—all sorts o things. get through the barrier, but they’re going
inkering is most ofen used during to melt away like the first one unless you
a long-term project in downtime. It’s do something about it. Tey’re your only
one o the most versatile downtime way back through...
actions, in act (along with Studying ). I D��������
you’re willing to acquire the necessary I can fix this! I grab a coil o cable rom
components and take the time, wondrous my tool bag and use it to ground the rods
things can be inkered into existence. and bleed off the excess energy.
inkering can be useul in the moment, �/� Severe Harm: You do it, but... a
too. Duskwall is covered in strange huge surge o electroplasmic energy arcs
technological components o all sorts, around the device, electrocuting you and
rom spark-crat doors, locks, and tossing your body through the air. ake
elevators, to electroplasmic conduits, level 3 harm, “Electrocuted.”
wires, and lights. You can inker with
stuff on the fly to create a booby-trap or �-� Serious Complication + Lost
disable a security measure. inkering in Opportunity: You try to connect the
this way can be a great setup action or cables, but it’s just too much energy too
Wrecking something later. quickly. Tings get out o hand—the
rods, your cables, and the rest o your
You can inker with a device in order to tool kit disintegrate in a flash o lightning
break it, which is similar to Wrecking it. and sparking vapor.
Usually, breaking a device by inkering
is slower, more precise, and less apparent
than when you Wreck it. You might
inker with a door mechanism so it jams
afer the third use. I you Wreck it, it just
breaks into pieces and that’s it.
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WRECK EXAMPLES
When you W����, you unleash savage
orce. You might smash down a door C���������
or wall with a sledgehammer, or use an I plant the bombs set the timers, move off
explosive to do the same. You might employ to a sae distance, and... boom.
chaos or sabotage to create a distraction
�/� Risky Position: On your way out, K
or overcome an obstacle. You could try to C
two o the cult acolytes stop to converse E
overwhelm an enemy with sheer orce in
near your planned exit door. Te timers R
battle (but Skirmishing might be better).
are ticking down. What do you do? W
,
�� ��������� R
�-� Withdraw or Risk: As you begin to E
plant the first charges, you can’t quite K
What do you wreck? What orce do N
I
you bring to bear? discern how best to place them to level T
:
the building. You know that a cultist S
What do you hope to accomplish? could come down here or supplies at N
When you Wreck something, you ruin any moment... do you want to take that
O
I
T
its unctions so it can’t be easily fixed risk and try to plant them properly, or C
and you create chaos in some way—loud withdraw and try a different way to A
noises, flying debris, fires, flooding, etc. destroy this place?
Wrecking is as good or distractions and R����
mayhem as it is or destroying things. I push past Fox and hef my crowbar.
Scale is ofen a very important effect “Allow me to sweet-talk that lock, riend.”
actor or Wrecking. I you want to I dig in and pry the thing off its hinges.
destroy a steamboat, or example, you �/� Complication: Well, sure... you can
need tools or a team that are high enough pry the door open—but it’s not as quiet
scale to have an effect on the vessel. as picking the lock would have been!
You might get a gang o workers to go Somewhere upstairs, a chair scrapes back
aboard and knock holes in the lower and you hear ootsteps. ick two more on
hull, or instance. Or you might need to the “Alert” clock or the guards. Oh did
exploit a weakness to gain potency to that fill the clock? Heh. You hear a shout
offset the scale actor. A wooden ship is and more ootsteps running down the
vulnerable to fire, or example, so a ew stairs toward the door.
fire-oil bombs will do the job that took
10 people with demolition tools. D��������
So, he comes at me with a sword? Pff. I
Tere’s some overlap between Wrecking have a sledgehammer. I orce him away
something and inkering with it so it no with a backswing, then smash him through
longer unctions. In general, Wrecking the window with a blow to the chest.
is aster and more thorough. You smash
the thing, it’s totally smashed. inkering �/� Severe Harm: He dodges around
is precise, allowing very specific results your backswing and his sword flashes
(like a clock that chimes at the wrong out, piercing your upper thigh.
time) but it generally takes more time Sledgehammers aren’t great or deense,
and is easier to fix. Also, Wrecking applies really. ake level 3 harm, “Vicious Leg
to pretty much anything: doors, walls, Wound.” But he’s not ready or your
floors, whatever. inkering is limited to sudden return swing and the hammer
devices and chemicals and stuff like that. smashes him backwards and through
the window.
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TAKE RESPONSIBILITY
You are a co-author o the game. I you want shortcomings and flaws to be part
o the ongoing story, show your own character’s ailure to make good decisions.
I you want the world o Doskvol to be deadly, accept deadly harm when it’s time
or your character to die.
In Blades, every participant is responsible or the tone, style, and themes o the
game—not just the GM. As a player, you have an expressive role to play at the
table, not just a tactical one. Tink about what you have to say as a co-author o
the ongoing fiction and then use your character to say it.
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184
6
185
6
Afer playing Blades in the Dark or a But there are bills to pay, so we plan a
while, I noticed that we were playing score. Tings get rough, there are some
two interconnected but different games. entanglements as allout, but we get
Every score has its own set o priorities, some decent coin out o it. Not enough
challenges and rewards. Action rolls, to rule, but enough to keep going.
consequences, teamwork rules, etc. Tis Tings move around us, maybe there’s a
is the score game, an inside perspective war in the district, people start asking us
o the adrenaline ueled lives o a or avors, we orm more contacts and
scoundrel. Stuff blows up, blood is hell, maybe we could get somewhere
drawn, and characters try to dodge the with this. We can work with this other
bullets—come up victorious or empty gang boss, he says we have a uture. Or
handed. maybe we backstab him or a reward
But then there’s the crew game. Payoff, rom his enemies.
heat, entanglements, downtime and, So we play the score game, things
especially, the ier and action status happen, people are killed, avors are
rules. Tis is when you zoom out and earned and paid, ghosts haunt us, coin
get to play a bigger game. Te beginning is spent. But we’re not isolated loners,
crew is a low-level character struggling we make enemies and allies, we have
to reach true “movers and shakers” stuff to take care o, we have a goal.
status. he players speculate who We’re also playing the crew game.
they’re going to help and who they’re
Te cycle is: we start a score, the score
going to screw, deal with the allout, get
introduces new elements in the fiction,
contacts, get intel, move the gears inside
those elements affect other actions,
the Duskwall clock.
those actions react, we try to make the
And here’s where it gets interesting: most o those reactions and climb the
both games orm a virtuous circle. ier ladder. Tis affects other actions,
Let’s start rom the beginning: we three we have to deal with it so we make
scoundrels get together to survive in the another score... and on it goes.
streets o Duskwall through the shadowy Why is this awesome? Because the game
arts o the underworld. We acquire ensures that player actions matter . Tey
contacts, get a lair, and are approached affect the game setting directly and
by another gang: they run the district, deeply. By zooming in and out in scope
they are cool, they are powerul and we as a gaming group create a rolling
above all, they are not starving. We want snowball o adventures that changes us
that, we will get there someday. and changes the world.
186
CHAPTER 7
running
the game
I you’ve run other roleplaying games beore, you might find that running this
game is a bit different—mainly in the distribution o authority in the game, in
the way players have a lot o say over how the rules are applied, especially.
Tis chapter breaks the GM job down into several key areas to help demystiy
it a bit. First, we’ll cover Goals, then Actions, Principles, Best Practices, and
Bad Habits to avoid.
gm goals
When you run the game, try to accomplish these goals:
Play to find out what happens. Don’t steer the game toward certain outcomes
or events. Be curious!
Convey the fictional world honestly. When it’s time to say what happens, or
what’s in the world around the PCs, “look around” the vision o Duskwall in
your head and say what you see. Don’t play avorites. Make the world seem
real, not contrived.
Bring Doskvol to life. Give each location a specific aspect (crowded, cold, wet,
dim, etc.). Give each important NPC a name, detail and a preerred method o
problem solving (threats, bargaining, violence, charm, etc.). Give each action
context—the knie fight is on rickety wooden stairs; the inormant huddles
among the wreckage o the statue o the Weeping Lady; the Lampblacks’ lair
stinks o coal dust.
o achieve your goals, use GM Actions guided by your GM Principles (detailed
on the ollowing pages).
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7
gm actions
Te player characters have sixteen actions they use to get Ask questions
things done in the game. You have actions, too. When it’s Provide
your turn to contribute, and you’re not sure what to do, opportunities
look at your list o actions and pick one. & follow the
player’s lead
��� ���������
First and oremost, ask questions. You can get along very Cut to the action
well as a GM by simply asking questions, building on the elegraph
answers, asking more questions, answering them with dice trouble before it
rolls, and so on. Asking questions is the heart and soul o strikes
running a roleplaying game.
Follow through
Ask establishing questions to set the stage or the action.
Initiate action
Who’s leading the group? Is everyone rushing in to fight
with an NPC
with Arcy, or is someone hanging back or doing something
else? Do you want to ocus on Bazso and win him over, or ell them the
are you addressing the room at large to make your point? consequences
and ask
Ask provocative questions to make the players think
and express their characters. What kind o person does he ick a clock
think you are now? Are you going to just let her get away Offer a Devil’s
with that? Can you bring yoursel to hurt him? Bargain
Ask leading questions to show the players what you’re Tink off-screen
thinking. Do you think she’s the type o person who will
respond well to threats? Does anyone want to Survey the
room or Study Lyssa? When you do that, the whole thing
is gonna catch fire, though, right?
Ask trivial questions when the mood strikes you and you’re curious. Where
do you usually go or dinner? Do you have any little curios or personal items
here in the lair?
Ask the players for help when you’re uncertain or stuck. You don’t have to do
it alone. I don’t know... should this be desperate or risky? What’s a good Devil’s
Bargain here? Seems like atal harm, I think, but maybe not? What do you think?
������� �������������, ������ ����� ����
GM, it’s your job to provide opportunities but also to follow the player’s lead .
Providing opportunities is easy: Duskwall is a setting specifically designed with
the scoundrel in mind. As the GM, you’ll step in and describe an opportunity
when the PCs look or one, rolling or picking rom the opportunity tables as
you please, adding your unique ideas about the city and its actions, guided by
your goals and principles.
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7
189
7
See the Crew chapter (page 91) or tables o opportunities arranged by crew
type. Tese are bare-bones starters that you can flesh out with details rom your
specific iteration o Duskwall in play.
Basically, you’re offering the players an opportunity or action. Sure, it ollows
rom the ongoing fiction o Duskwall as established in your game, but the heart
o these opportunities is a gameplay mechanic. Te players have showed up to
play Blades in the Dark, which means they want to do exciting and interesting
crimes. It’s like they’re at the arcade and they’ve dropped in a quarter and it’s your
job as the GM to light up the screen with NEW SAGE and get the game going.
You’re providing enough to keep the game rom stalling; enough so that Blades in
the Dark can happen at the game table tonight. I the PCs are flush with available
���� and ��� to spend and downtime to burn, they can dig up lots more juicy
inormation to position themselves strongly or this opportunity and go in with
a better engagement roll (at least). I they don’t have those resources to spend...
well, things are tougher, but that’s the nature o the scoundrel’s lie, and at least
there’s still something un to do. We can shrug at the ill-ortune o our characters
right now, slap them on the back and say good luck, have un with that!
Te other avenue or getting the game going is to follow the player’s lead . Tis is
just like providing an opportunity, but in this case you listen to the opportunity
presented by the players rather than describing it yoursel. Ask them clariying
questions to flesh out their idea so you end up with a target, a location, a situation,
and a vector or a plan. Ten ask i they want to investigate urther (potentially
inviting trouble) or go ahead to the engagement roll.
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7
������ �������
You’ve telegraphed the threat, so go ahead and ollow through when it hits.
Players have several tools at their disposal to deal with adversity. I they can react
in time, they can make an action roll. I they’re hit with trouble, they can resist
it. You don’t have to pull your punches!
She shoots you, the ball shatters your cheek and the room spins and goes dark
and you go sprawling to the floor. ake level 3 harm.
Te Inspector can’t prove you’re lying right now, but this all seems very strange.
He’s going to report it the Ministry later. ake +2 ����.
He makes it out the door and into the street and into the crowds o people there.
You hear someone shout as they’re shoved aside, but you can’t see him anywhere.
You inker with the old lock and finally it gives way, suddenly creaking loudly
as rusty bits crumble rom the door. Back down the hall you hear a voice.
“What was that?” I’m ticking the “Alert” clock.
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7
���� � �����
Keep a stack o index cards and a marker handy. Draw a clock whenever it eels
right. Put them out where everyone can see, to help track progress in the fiction.
icking a clock is a great way to ollow through on a threat without bringing an
end to the conflict yet.
����� � �����’� �������
Tink o a un complication or reckless decision. Offer them the bonus die in
exchange. I you don’t have a good idea, ask the other players—or you can offer
the devil’s die in exchange or ����. Tere are always unseen witnesses lurking
about in Duskwall.
����� ���-������
What’s going on elsewhere, and will it have an impact on what’s on-screen right
now? Are there characters that might have reason to arrive here and get involved
in what’s going on? Where are the Bluecoat patrols in this district right now? Are
there any ghosts that would be drawn to what’s happening here?
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7
gm principles
When you pursue your goals and choose actions, use your principles to guide
your decision-making.
Be a an o the PCs. Present the world honestly—things really are stacked
against them—but don’t make yoursel the enemy o the PCs. Tey have enemies
S
enough. Be interested in the characters and excited about their victories. E
L
Let everything flow from the fiction. Te game’s starting situations and your P
I
opening scene will put things in motion. Ask how the characters react and C
N
I
see what happens next. NPCs react according to their goals and methods.
R
Events snowball. You don’t need to “manage” the game. Action, reaction, and P
consequences will drive everything. M
G
Paint the world with a haunted brush. Tere are ghosts, weird echoes, arcane
energies, and strange cults everywhere. How does the haunted city maniest?
Surround them with industrial sprawl. Doskvol is crowded with actories
and their choking soot clouds, buzzing electric lights, ironworks, hissing and
clanking machines. How do the industrialized systems maniest here?
Address the characters. “Silver, where do you go to look or the Red Sashes?”
not “Sara, where does Silver go?” Tis puts Silver ront and center—his
preerences, desires, and style. Silver comes to lie as a character.
Address the players. “Sara, how do you want to handle this? Should we do a
whole scene or just make a roll real quick?” Tis puts Sara ront and center—her
preerences, desires, and style. Sara can consider what she wants, rather than
what the character wants.
Consider the risk. Tink about the dangers inherent in what the scoundrels
do. A risky roll is the deault. When they’re building on successes, they might
make controlled rolls. When they have to improvise off the cuff or when they’re
in over their heads, they’re probably making desperate rolls. Go with your gut.
Call the positions as you see them, but be open to revision.
Hold on lightly. Always eel ree to rewind, revise, and reconsider events
as needed. Tis is not a “no take backs” kind o game. You can always say,
“Actually, no... let’s say it was only two guys, instead. I don’t know why they’d
have any more than that here.” Tis can be a tricky principle to internalize.
It can be so tempting to put your oot down (ofen or no good reason) or to
treat elements o the game as too sacred. Resist that impulse!
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gm best practices
Earn the trust o the group by being a supportive and air advocate o the
integrity o the fiction. It’s your job to portray a fictional world with integrity, not
one that’s contrived and “set up” or particular outcomes. When you advocate
or something, the players know that you do so on behal o this integrity, not to
get your way or to arrange situations to your liking.
Lead an interesting conversation. Te game is a conversation between you and
the players, the goal o which is to answer the question “What happens now?” in
the most engaging way possible. Te most interesting conversations are those
that are curious—asking questions and prompting ideas—rather than dogmatic
or one-sided. Be curious about what the other players have to say.
Create an atmosphere of inquiry at the table. Tis means you play to find out
what happens, not to make sure something specific happens. Will they go to war
with the Fog Hounds? Is Nyla badass enough to take out the thugs by hersel? Can
they avoid or predict Casta’s betrayal? Play to find out. Don’t decide outcomes
ahead o time and manipulate play to bring them about.
Help the players use the game system to pursue the goals o the characters. Don’t
let them flounder. When they have a goal, ask them about any opportunities they
have to pursue it. Present two possible approaches rom that opportunity and
ask i they want to choose one or invent a third way.
Don’t block. It’s not your job to say, “You can’t do that.” You’re not the sole
authority on what the characters can and cannot do. Instead, ask them, “You
need to create an opportunity to attempt that, right?” Ask them how they might
create an opportunity they need. Don’t block. Show them that there’s a path to
their goal, even i it might be a long or dangerous one.
Keep the meta channel open. When you portray an NPC, tell the players things
that are going unsaid. Invite them to ask their gather inormation questions to dig
deeper. Te characters have a broad spectrum o senses and intuitions to bring to
bear in the fiction; the players have only the narrow channel o your ew words.
Help them out by sharing what they might suspect, intuit, eel, and predict.
Be a curious explorer of the game in play. Ask the players questions to eed your
own interest in the ongoing fiction in which the PCs are the protagonists. Your
game series is a cool V show and you’re its biggest an. When you’re curious
about something that a PC says or does, ask them about it! “I’m curious, though,
when you tell him you’d do anything to help, do you really mean that? Anything?
Are you that kind o person? Or are you just manipulating him?” Tese questions
will ofen lead to goals, approaches, and rolls.
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Advocate for the interests and capabilities of the NPCs. Your job is to convey
the fictional world accurately, remember? Believable NPCs with interests and
capabilities make or a more compelling fictional world. Don’t be a pushover.
When the PCs take action against an NPC, remind the players o their interests
and capabilities. “But Quellyn won’t just go along with all this, right? Tey’re a
witch, wanted by the Spirit Wardens. How are you going to contend with that?”
When the PCs act in alignment with the interests o NPCs, remind the players S
o their support and riendship. E
C
I
T
Play Goal-Forward. Poll the group about what goal they’re pursuing, either in C
the bigger picture o the game (best used at the beginning o a session) or in this A
R
microcosm o the present moment (best used when things are underway and the P
situation is snowballing). Once you know the goal, have a conversation about T
S
opportunities, actions, and effects. Te pursuit o opportunities and positions to E
B
enable certain approaches, the acquisition o inormation and resources, and the M
nested conflicts that result will drive the action o the game. “What are you trying G
to accomplish?” “Do you have an opportunity to do that?” “How do you want to
go about it?” Follow this chain o events as actions and consequences play out.
Ask the players to lead where the game goes next.
Cut to the Action. Solicit a goal and plan, then cut to the action and use dice
rolls to move the situation orward. Don’t be araid to resolve something! Tey
want to eliminate Ul Ironborn and then they go and do it, despite the odds and
dangers? It’s done. He’s gone. Don’t string things out artificially. Te dice and
mechanics will determine how simple or troublesome something turns out to be.
Be aware o potential fiction vs. established fiction. Potential fiction is
everything in your head that you haven’t put into play yet. It’s a “cloud” o possible
things, organized according to the current situation. When the PCs infiltrate the
manor house, you might have potential fiction elements in your head like this:
Courtyard (wide open? filled Sentries (proessionals?)
with statuary?) Guard Dogs (or other animals?)
Roofop (loose tiles?) Electric Lights
Underground Canal Fancy Locks
And then, when they say that they’re crossing the courtyard, you bring up a new
cloud o potential in your head, by imagining that element in more detail, with its
own eatures to establish, like deciding i the yard is open or filled with statuary.
As the players take action and ace obstacles, you grab elements rom the potential
fiction cloud and establish them in the ongoing scene. Once established, they can
be leveraged by the players. Tey’re a part o the game. Beore that, they’re just
notional—they don’t have a concrete “place” in the game yet. Tey can be reely
incorporated as needed to address the results o rolls and to paint the picture o
the ongoing operation as it hurtles toward its resolution.
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You’re not taking the PCs on a tour o every room o your house. Te PCs
should be more like viewers watching an edited sequence o shots that carry them
orward in the action o the game—into trouble or past it, as the rolls dictate.
Tis is why Blades uses clocks to track progress rather than room-by-room maps.
A map can be good as a reerence to draw rom as part o the “potential fiction
cloud,” but in this game it’s a bad idea to treat a map as a checklist o areas that
must be moved through in order to get somewhere.
Zoom the action in and out. We resolve uncertain and challenging situations
with the roll o the dice. But what should the scope o these rolls be? Do we resolve
the whole fight in one roll, or do we zoom in to each exchange o blows? By
design, the game is airly flexible on this point. Sometimes you’ll want to resolve
a lot o action with one roll and sometimes you’ll want to get down to ver y small
moments o action. Tink o it like a dial that the group can turn during play to
zoom the ocus in and out rom the broad to the specific.
o make this choice o scope explicit, the game uses effect levels and progress
clocks. I a circumstance calls or several exchanges, multiple risk-taking actions,
or a grind o effort against a tough obstacle, make a clock and tick it according
to the effect system to progress through the situation. Each action roll is likely
to produce consequences or the PCs, so the greater the effect they can muster,
the more they’ll minimize trouble, and vice versa.
I you think the circumstance doesn’t call or it, though, eel ree to zoom out
and resolve a bigger chunk o action with one roll. “You spent all day Hunting or
the routes that Flint’s couriers are using, let’s see how it went.”
Let the level o interest at the table be your guide or zooming in and out. I interest
is high, zoom in. I interest is lower, zoom out and move on to something else.
Bring the elements o the game system to lie on screen. When an NPC is
influenced, what does that look like? When a PC is hunted by the guards, what
fictional details convey that change in their situation? Ask the other players or
ideas i you want to. “Do they come rushing over with lantern lights trained on
you?” “Oh, no, maybe they have electric lights here, and they suddenly switch on
with a massive crackle o energy.”
Put it on a card. Use index cards or NPCs, locations, job offers, leads, etc. It’s easy
to lose track o things i you don’t have a record o it. By putting important things
on index cards, everyone can see them spread out on the table and incorporate
them into the game.
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gm bad habits
���’� ���� ��� � �������� ������ ����
Tis bad habit usually happens i you’ve GM’d other games where this is your
job. You might say, “Give me a Finesse roll,” or “Tat’s a Consort check.” ry to
get out o this habit. Get used to saying this, instead: “How do you do that?”
Ask the player which action they use. Ten tell them the position and effect level S
T
I
that you see in this situation, using that action—as well as why you think that. B
A
Tis lets you skip a tedious “convincing” phase where everyone has to debate H
about which action is the single right one to use. Don’t have that debate. Just D
A
ask the player which action their character is perorming, then set the position B
and effect. M
G
“I want to get this guy to hand over the keys.”
“How do you do that?”
“I... like, Finesse him?”
“Okay. What’s your character doing? What do we see ‘on screen’?”
“Oh, right... it’s like, I sidle up to him, run my finger along his arm, down to
his hand, look him in the eye... you know, kind o get all seductive about it.”
“Ah, okay, I get it. I think that’s risky, limited effect. I you actually Sway him,
instead, I’d think that would be standard effect.”
Maybe you would make a different judgment call in the case above (desperate
position and zero effect, maybe, i you think F������ is all wrong or seductive
persuasion). Tat’s fine! Your game o Blades is your own. Plus, even when you say
“desperate position, zero effect,” you’re not shutting the player down completely.
Tey can push themselves or more effect, get a teammate to set them up or a
better position, etc. It’s not an argument between the GM and player that one
person has to win. It’s just the normal back-and-orth interaction o the game.
Instead o saying, “You have to roll Sway or this,” you ask the player which
action the character is perorming—which gives the player the opportunity or
a creative contribution to what’s happening in the fiction. Ten you put that
action in context in the world as you see it, by establishing position and effect.
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On failure, talk about what went wrong. “Ah, maybe you missed something while
you’re climbing through the jeweler’s broken window?” “Yeah, they probably have
tripwires or something huh?” “Yep! You eel the wire snap against your arm.” You
can also lean on eatures the player has already portrayed about the character.
How are their vice or traumas a problem? What is it about their heritage or
background that gives them trouble or gets in the way?
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Or tell them to start the first phase o a long-term project clock . Tat’s what
they’re there or. “You want to trace every contraband route into Doskvol? Sounds
like an investigation. Start a 6-clock or the first phase: ‘Assemble the List o All the
Contraband Dealers.’”
Note that you will have to say no, sometimes. A Blades character can’t fly to the
moon just because the player really wants to. It’s your responsibility as the GM to
convey the fictional world honestly. But in most situations, simply saying no is the
boring option. Consider a Devil’s Bargain, zero effect, or a long-term project, instead. S
T
I
���’� ���� ����� ��� ��� ���� ����� B
A
When a PC aces danger, they make an action roll. Also, they can roll resistance H
D
to avoid a bad outcome. However, don’t roll twice or the exact same thing. A
B
For example, Arlyn is dueling a Red Sash on the roo. Te Red Sash drives her M
back with a flurry o eints and slashes, and there’s a danger that Arlyn will be G
orced over the edge during the skirmish. Arlyn’s player makes an action roll to
see how her counter-attack goes. She rolls badly! Arlyn is orced over the edge
and alls off the roo.
But she can roll to resist, right? Yes. She can resist the harm that results rom
the all. But she can’t “undo” being orced over the edge. Tat’s already been
determined by her action roll. Her resistance reduces the impact o the all.
Instead o breaking her leg, she suffers lesser harm (maybe a sprained ankle) or
maybe the GM rules that she’s able to avoid the harm entirely by rolling into a
rough crash-landing. Either way, she’s still allen off the roo.
In other words, the action roll determines whether a consequence maniests or
not. Resistance changes how much o that danger maniests or how bad it is, but
it doesn’t negate the fictional outcome o the action roll.
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7
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While they’re looking over the playbooks and crew sheets, talk about their role
as players in the game and set expectations or what you’re going to do together
as a game group. I also like to say this:
Tis is a game, but it’s also something else—something really cool and unique.
We’re gonna collaboratively create fiction together, by having a conversation about
these characters and situations, without anyone having to plan it out or create a
plot ahead o time. It’s like our very own V series that we produce but we also get
to watch it as a viewer and be surprised by what happens. You’ll say what your
characters care about and what they do, and I’ll say how the world responds and
just like that, a story will happen. It’s crazy. And un. Oh, and here’s the best gaming
advice, rom my riend Avery: play your character like you’re driving a stolen car.
Have you ever been locked up? Why? Did you come up together? Were you
Are any o your riends still behind bars? partners beore this crew was ounded?
How did you join this crew? Did When was the last time you used your
Te two o you have the same heritage. Who do you trust the least? What’s that
Do you want to be blood relatives? Do about? Or will we find out in play?
you know each other’s amilies? Has [action] ever tried to recruit
What’s your vice? What is it, specifically? you? What happened? You, uh, don’t
Why does that thing consume you? secretly work or them, do you?
You don’t have to know every little detail about the characters and their history
beore you start (it’s better i you don’t), but everyone should be excited about
this group o scoundrels. I someone seems rustrated or disinterested, ask them
about it and talk about how things might improve to get them more involved.
I a player gets stuck and can’t make a decision, go into more detail on a rule
or aspect o the setting. Some players really want to know all the possibilities
beore they can make a choice. You can reassure them by saying that their choices
aren’t set in stone. I they don’t like something about the character or crew afer
the first couple sessions, they can just change it to something else. No big deal.
During crew creation, the players will ask you about a ew actions—who
gave them their hunting grounds, who helped with their upgrades, and who’s
connected to their contact. Use the actions rom the starting situation (see the
ollowing page) to better tie the group into the action.
For a one-shot or faster start, you can forgo crew creation. Te PCs are just a
small street gang and have not yet acquired their lair and crew status. You can
play to find out what kind o crew they are, then do crew creation then.
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conflict when the game begins. Both actions are eager to recruit help, and to
hurt anyone who helps their oe.
Set a third action poised to profit rom this conflict or to be ruined by its
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������� �����
Afer they make characters and the crew, tell them this:
You’re in the cramped office o the Lampblack’s leader, Bazso Baz, overlooking
the coal warehouse floor below. Several o his thugs hang about, armed or
war, sizing you up. Bazso wants your answer. Are you with them, or against
them? What do you say? Will you side with the Lampblacks? Will you just
pretend to? (Good luck, Bazso is very sharp.) Will you tell him to uck off?
Are you actually here to kill him or the Red Sashes? (I so, do a flashback and
pick a plan or the assassination.)
Play Bazso. He’s charming, open, and ruthless. React to their answer the way he
would. I they’re with him, he has a job or them. Choose one o the options on the
next page, or create your own assignment using the suggestions or the crew types.
I the PCs are against him, he says he’s very sorry to hear that. Tey better get
off his tur and stay out o the war, or they’re all dead. He threatens them with
an easy confidence—they’d never dare stand up to him, right?
����� ������
Play the NPCs. Mylera, Bazso, and Lyssa all have scoundrel-y things that need
doing, so they’ll offer the PCs jobs (until the PCs make an enemy o them,
o course). Use the scores tables on page 306 or ideas. Also, each action
is vulnerable to criminal action in some way. How can the players use their
crew’s strengths to profit rom this situation? Ask them how they want to gather
inormation, which leads to a plan (or vice versa).
Don’t waste time waffling around. Give them straightorward avenues to pursue
at first. “Do you want to rob the Crow’s card game on Cinder street? It’s probably
not deended much right now.”
Tere are two sample starting scores, at right. Offer those, or one o the options
below, and ask them which they want to pursue. Ask them to pick a plan and
provide the detail, and get to it.
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the action leader can tell you where Engagement roll. Cut to the action.
to look i you agree to the job. T
O
O
F
S
’
SCORE 2: THE ARTIFACT W
O
One o the action leaders offers you a job: Plant this strange artiact somewhere R
C
in their rival’s lair, where they won’t discover it. N
I
It’s covered in weird runes and makes What’s the plan? Provide the detail. R
your head throb when you hold it in A
Engagement roll. Cut to the action. W
your hand. Want to find out what it is?
����� �������
I you’re Assassins : Maybe Bazso I you’re Hawkers: Maybe Bazso has a
wants you to kill Mylera’s contact at the new drug that he wants to sell, but he
Iruvian Consulate, who’s been unneling can’t while he’s at war. He’ll give you a
money rom the Iruvian government to supply to sell, i you give him a cut (it’s
the Red Sashes to keep them going. worth about 10 ���� total).
I you’re Bravos: Maybe Bazso wants I you’re Shadows: Use the war
you to storm the drug dens o the Red treasury score, above.
Sashes down by the docks. Run off the I you’re Smugglers: Maybe Bazso
clientele, smash up the places, grab any has a drug shipment at the docks, but
loose coin you find. the Red Sashes are watching or him
I you’re a Cult: Use the artiact score, to move it. He needs you to get it and
above. smuggle it across town to his HQ.
��� ������
Who ends up running the criminal activity in Crow’s Foot? Do the PCs use the
situation to rise up in the action ranks? Do they manage to play or all three
sides, or do they have to take a stand? Keep some index cards on the table with
pressing questions written on them. Sandbox campaigns can get complicated—a
ew guiding questions can help keep the action ocused.
Will Lyssa seize control o the criminal world o Crow’s Foot?
How will the eud between the Lampblacks and the Red Sashes come to an end?
It’s natural or question cards to eventually collect a clock or two, tracking the status
o some developing circumstances. Tis situation will transorm over time into
something new that no one could have predicted. You’ll make it your own unique
story, expanding into new problems and opportunities as the crew develops.
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SERIES COUNTDOWNS
o track the consequences o events in the world, you can use series countdowns.
Tese are progress clocks that give you a sense o how the bigger-picture stuff o
the setting and situation is developing. For example, you might wonder how the
Skovlander reugee situation will turn out—will the rising public bigotry get worse?
Will people learn to accept them as equal citizens? Will the Skovlanders seize
some power or wealth to improve their lot? You can make a clock or a possible
outcome, like “Open Riots and Renewed Civil War in the Making.” ick it when
events o the game drive toward that outcome (whether they’re events “on screen”
during game play or events “off screen” in the background, when you think about
the larger setting).
Te idea is to put something concrete down where you’ll see it, to remind you o
this over-arching development, so it doesn’t get lost in the shuffle o the PCs’ story.
Series countdowns make the world seem alive beyond the immediate actions o
the group. Also, i the players see a countdown like this on the table, they might
get curious about it and get involved, creating more opportunities or play.
SEASON TWO
Afer you’ve played Blades or some time, you might sense a natural resolution
or watershed moment coming or the series. Maybe the crew has been seizing
claims in Crow’s Foot, and they’re about to grab the one they’ve wanted since the
beginning. Maybe the crew has been in a shadowy war against another cult and
the big showdown is at hand. When a “finale” event happens, you can shine a
spotlight on it and acknowledge the resolution by calling an end to this “season”
o the game (like a season o a V show). Celebrate the ending, acknowledging
the events that got you here—maybe do a little retrospective where each player
recalls their avorite moment. Ten take a break and prepare or “season two.”
Move the timeline orward (a week, a month, a year) and come up with a new starting
situation—either building on the allout o season one, or creating something all new
and surprising. Ten start again with an opening scene, an opportunity or demand
rom a action, and then the initial score to kick off the season.
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Tis explicit “reset” can be very good or the game. It gives you a chance to reocus
game play on something clear and actionable, rather than trying to continue
spinning all the various plates rom season one. Some old issues ade away (or now),
new ones emerge, and the landscape o the series develops into something new.
Te Bloodletters have ought a brutal war against the Red Sashes, culminating
in an assault on the Sashes’ HQ in a showdown to the death, and wiped them
out. Tis eels like the end o season one to everyone, answering the major E
questions asked rom the outset. Te Red Sashes are no more. Te Lampblacks R
U
are solid allies. Te Crows are satisfied with an end to the gang war. Tere are T
U
a ew short scenes o allout afer the battle, and everyone tells the stories o F
their avorite moments rom the beginning o the series until now. K
R
For season two, the GM moves the timeline orward a month. Te Bloodletters A
(with only weak hold) are trying desperately to hang on to the territory they’ve D
E
seized rom the Sashes, but other gangs sense their weakness and are moving H
in: the Grinders and the Billhooks (absent in season one) are selling their own
T
drugs on nearby corners, luring customers away. On top o that, the Bloodletters’
supplier, who went missing in season one, has not returned. Tey’re about to
run out o product any day now.
Outside their tattoo-parlor drug den at the docks, the Grinders’ gang is
clashing with the Bloodletters’ thugs. Tey’re squared off in the street, shouting
challenges, ready to rumble. Te Grinders’ lieutenant is there, demanding that
the Bloodletters release his man, who’s held prisoner in the basement afer he
tangled with one o their customers. “Bring him out now, or we’re coming in
to get him!” the Grinder shouts. What do you do?
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CHAPTER 8
strange
forces
In the antasy world o Blades in the Dark, supernatural powers exist—but they
are not innate to human beings. Humans are mortal, material, flesh-and-blood
creatures, just as the rest o the natural world. o wield arcane abilities, humanity
must harness strange orces in various ways:
Te control o spiritual energies and ghosts with pseudo-scientific techniques,
known as Spectrology .
Ancient occult compacts to entreat demonic or other-worldly assistance,
known as Rituals.
Te distillation o weird chemical mixtures, known as Alchemy .
Te usion o these disciplines with technological engineering, known as
Spark-craf .
In addition, every living thing in the Shattered Isles has evolved a sensitivity to the
invisible “other world” that presses always against the edges o perception—the
strange dimension that erupted during the cataclysm, known as the ghost field .
By ocusing their mind in a certain way, a human can attune to the ghost field
to perceive partially into it, to sense the echoes o real-world events captured in
the field, or to make a connection to ghosts and spectral energy.
Some people see attunement as a normal part o lie—a new human sense that is
natural and advantageous. Others see attunement as a vile act, connecting with
the dark orces that once destroyed the world, and who still lurk in the shadows,
always ready to prey upon the unwary or power-hungry.
One thing is certain, the broken world will never be made whole again. Te
black void o the skies and seas, the psychic pressure o the ghost field, and
the machinations o demons and cultists are now the way o things. Better to
understand these strange orces than to be consumed by them.
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S���. A living body with its own spirit. Te normal state o affairs.
S����� W���. A rif in the veil o reality where ghosts and other supernatural
DEVILS
In Doskvol, common parlance calls anything supernatural or disturbing a “devil.”
Ghosts, demons, witches, sorcerers, and the summoned horrors o ancient rituals
are all devils. “ake the devil’s bargain,” people say, when they know something is
too good to be true. For tables to generate various sorts o devils, see page 304.
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WHISPERS
A human who consorts with devils or investigates the arcane is known as a
Whisper. Whispers are made, not born—anyone can develop arcane abilities
with enough study and practice; it’s not a matter o bloodline or being “chosen.”
Any PC can roll A����� to attempt simple interactions with the ghost field or
spirits. Te special abilities o the Whisper are required or advanced arcane activities.
S
HULLS N
O
A hull is a rare and advanced orm o arcane technology that uses a captured spirit M
E
to animate a spark-craf rame. Some wealthy citizens employ hulls as bodyguards D
or servants. Te Spirit Wardens have been known to use specialized hulls to assist &
S
in tracking and capturing rogue spirits or demons in the city. L
I
V
Hulls come in three general rame sizes. Small rames are about the size o a house E
cat. Medium rames are the size o a human. Large rames are the size o a wagon. D
As cutting-edge technology, hulls are ofen fitted with a variety o mechanical
marvels dreamed up by visionary tinkerers, such as electroplasmic levitation,
sound recording and playback via phonograph, and other wondrous things.
For more details, see the Hull playbook on page 216.
VAMPIRES
When a possessing spirit bonds with a living body, it becomes a vampire. Tis can
happen i a ghost possesses a victim or too long, thereby destroying its original
spirit, or when a hollow is specially prepared or the purpose by ancient ritual.
Scholars o the arcane say that vampirism breaks the chain o being. Over time, a
vampire’s spirit essence diffuses ully into the body, giving it physical immortality
while at the same time destroying its echo in the spirit realm “beyond the black
mirror.” Some have argued that this is the only way to escape the damnation o
madness that otherwise inflicts all the ghosts denied passage through the gates
o death. (A vampirism movement in the 6th century o the Imperium achieved
significant popularity beore it was eradicated by the Spirit Wardens.)
Vampires are exceedingly rare today. Most people consider them to be legendary
or mythical. When the Spirit Wardens do discover one, they take great pains
to destroy it in secret so as not to disturb the peace. In legend, vampires were
destroyed by the rays o the sun. Since the sun was shattered by the cataclysm, this
is no longer possible. Spirit Wardens must capture the vampire and disintegrate
it in electroplasm according to a specific arcane method in order to destroy it.
A vampire sustains its energy by eeding on lie essence rom a living being. In ables,
vampires drank blood to accomplish this, but this is not typical. Each vampire eeds
on essence in its own way—leaving a distinct telltale sign on its victim aferwards.
A vampire can easily detect these signs in order to locate their victims again or
eeding, or to take care to avoid eeding on the chosen prey o another vampire.
For more details, see the Vampire playbook, page 218.
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DEMONS
Some scholars believe that demons are the first beings, brought into existence at the
origin o reality, as the primal orces o the universe coalesced into the elements o
nature. Each demon strain is thus connected to an element. Tere are demons o the
earth, demons o flame and smoke, demons o the sea, demons o the sky and stars, etc.
Beore the events that caused the cataclysm, it’s said that the Immortal Emperor
bound most o the demons and imprisoned them in the dark, hidden places o
the world. Only a ew escaped this subjugation, and scholars believe that it was
these ew that broke the Gates o Death in their rebellion and reed the greatest
o their kind—the leviathans—to shatter the world.
Unlike humans, demons are not echoed in the ghost field—their blood contains
electroplasmic essence, which gives them eternal lie. Demons are corporeal creatures,
not spirits, though they are extremely difficult to kill. Most appear as monstrous
humanoids with physical eatures related to their element. A sea demon is covered in
dark scales and has black shark eyes, a fire demon has flesh o smoldering coal with
fires burning within, and so on. Some demons can transmute into their corresponding
element and a ew can disguise themselves with a convincing human illusion.
Te exceptions are the massive leviathans. No one knows the true shape o these
horrors that dwar the largest iron ships. Only a small portion may be glimpsed
when they crest the surace o the ink-dark sea, drawn by electroplasmic lures.
Each demon is obsessed with its dark desire (mayhem, manipulation, corruption,
etc.), which it attempts to satisy in every way it can, usually by preying on
humans. A demon is living embodiment o its dark desire, not a “person” in a
normal sense. See page 304 or a list o possible demonic desires.
������� ������
Every demon has these supernatural abilities:
S������� � S����: Demons possess monstrous strength—they can dent
steel with their bare hands, shatter stones, etc. Tey are also extremely quick,
able to out-pace the swifest steed.
A����� S�����: Demons speak the ancient tongue o sorcery, which every
human ear can discern. Tey may also speak arcane effects into existence
according to the elemental affinity and power level o the demon (the Whisper’s
T������ ability is thought to be a lesser orm o this power).
S������ T�����: A demon may teleport rom one site o their elemental
affinity to another. For example, a sea demon could teleport rom the water in a
ountain to a canal under a manor house on the other side o town. Te greater
the distance, the more powerul the demon must be. A demon may bring others
with them when they travel. A demon may also be summoned in this way,
by orcing it to travel to the summoner’s ritual presentation o their element.
R����� V������: A demon may use their elemental affinity to achieve
clairvoyance. For example, a fire demon could gaze into a fireplace and see
out o the cook-stove at the Bluecoat tower down the lane. Te greater the
distance, the more powerul the demon must be.
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8
SUMMONED HORRORS
Some ancient rituals o the orgotten gods can rend the veil between worlds and
usher in an alien creature that serves the deity. Horrors such as these rarely resemble
any normal living thing—they may appear as a drifing toxic cloud, a twisting mass
o pulsing viscera, floating crystalline shards, or other bizarre configurations.
Horrors are intensely powerul and highly resistant to harm. Tey may only
persist in this world or a short time, however. Teir alien orms cannot sustain S
R
lie or long outside their native realm and they inevitably decay to dust or ooze E
T
in the span o a ew hours or days. C
A
Ghosts, demons, and summoned horrors can be terriying to behold. Tey cause R
A
most people who see them to reeze up or flee. PCs may resist these effects. See H
C
page 14. T
I
R
I
SPIRIT CHARACTERS P
S
When your character dies, you may transer to the Ghost playbook (page 214),
i you wish. It’s assumed that your body is not dissolved in electroplasm beore
your spirit is able to work ree o the corpse. I the group thinks it would be un,
they can take on the protection o your corpse as a mission, keeping it away rom
the Spirit Wardens and the crematorium until your spirit emerges. Otherwise,
you can skip over that period and simply become a Ghost.
Add all o your current action ratings to the ratings on the Ghost playbook. You
may not have an action rating greater than 4.
You keep any Ghost special abilities rom your human playbook. G���� M���,
G���� V����, etc. You lose all other special abilities. You start with the first
trait on your Ghost playbook: G���� F���. You may also choose one more
trait. (Ghosts may not choose P������ as a starting trait.) Note: Te traits on
spirit playbooks are not special abilities, and cannot be taken by living characters
by using a veteran advance.
Your vice is replaced with a need: lie essence. Ghosts must possess people in
order to satisy this need (which you can’t do at first—you have to advance to
earn that ability).
A Ghost character may transer to a Hull or Vampire playbook, i they manage
to complete the tasks necessary to become one o those entities. Building a hull
is a complex spark-craf project (see page 227). Preparing a hollow body or a
vampire involves finding, learning, and perorming an ancient ritual (see page
222).
I you’d like to begin the game as a spirit character (even a hull or vampire),
rather than first playing as a living human, talk to your game group about the
idea and see what they think. I everyone is cool with it, go ahead! It makes the
game much weirder at the beginning, though, so the game will naturally tend
toward the arcane as a main fictional element. Be prepared or that.
213
ghost
A disembodied spirit, craving vengeance
A rogue spirit is a scourge upon Duskwall, hunted by Spirit Wardens and sought
out as a servant by Whispers and cultists. But your righteous vengeance burns so
bright and pure—you must not allow yoursel to be thwarted by anyone.
When you play a Ghost, you earn xp when you exact vengeance upon those you
deem deserving, when you express your outrage or anger, and when you settle
scores from your heritage or background. Playing the Ghost means payback
or anyone who wronged you in lie. It’s up to you to decide who has earned your
ghostly ire, but don’t let anyone off the hook!
Who shall be the first to suffer your wrath? Are there any living beings who deserve
mercy, or shall they all eventually be ound guilty in your eyes?
214
T
S
O
GHOST TRAITS H
G
K
:
���������
You can disperse the electroplasmic vapor o your ghostly orm in order to pass
through solid objects or a moment. ake 1 drain when you dissipate, plus 1 drain
or each eature: it lasts longer (a minute—an hour—a day)—you also become
invisible—anything that passes through your orm becomes dangerously electrified
or rozen.
��������
ake 1 drain to flow through the electroplasmic pathways o the ghost field in
order to instantly travel to any place you knew intimately in lie, or to answer
the summoning call o a C�����.
�����������
ake 1 drain to strongly interact with the physical world or a ew moments (as i
you had a normal body). Extend the reach and magnitude o your interaction to
include telekinetic orce and electroplasmic discharges by taking more drain (2-6).
�������
You may A����� to the ghost field in order to take control o a living body. When
your control is challenged, you must re-attune (risking electroplasmic harm) or
leave the body. Your control is challenged when: you consume spirit energy rom
the host—arcane powers act against you—the host’s will is driven to desperation.
You may easily and indefinitely possess a hull or hollow that has been ritually
prepared or you (change your playbook to Hull or Vampire, respectively).
215
hull
A spirit animating a spark-craf rame
You have become a pale echo o your living sel, trapped in a metal body, orced
into servitude. Is this all that remains o you?
When you play a Hull, you earn xp when you fulfill your functions despite difficulty
or danger, and when you suppress or ignore your former human qualities.
You keep any ghost special abilities rom Instead o stress , you now take drain.
your ormer playbook. G���� M���, You have 10 drain boxes. Whenever you
G���� V����, etc. You lose all other
would take stress, take drain instead.
special abilities.
WEAR
You start with the first trait on your Hull
playbook: A�������� (which also Instead o ������, you now track
grants a eature, based on your rame ����. You lose any ������ levels you
had in lie, or any ����� levels you had
size). You may also choose one more
as a ghost. Whenever you would take
Hull trait.
������, take ���� instead, and choose
a wear condition rom the list.
HULL FEATURES
Interior Chamber: You have a Sensors: Your sensorium includes sonar
compartment or a passenger or operator. which can “see” through walls and hear
heartbeats.
Lie-Like Appearance: You are
masterully crafed to pass or a living Smoke Projectors: Chemical system that
being (unless it is closely scrutinized). can exude a dark, acrid cloud o smoke—
enough to fill a large room.
Levitation: You can fly slowly by floating
inside a volatile electroplasmic bubble. Spider Climb: Miniature barbs built into
Phonograph: A wax-cylinder recording
your rame allow it to walk and climb
effortlessly on walls and ceilings.
and playback device.
Spring-Leap Pistons: You can jump to
Plating: Tick metal armor plates.
extreme heights (several stories) and
Reflexes: You have lightning-ast reaction survive alls without damage.
time (as the Lurk ability).
216
L
L
HULL TRAITS U
H
K
:
��������� O
O
You are a spirit animating a spark-craf body. You S���� (Cat size, -1 scale): B
Y
have human-like strength and senses, by deault. Your A metal orb, a mechanical A
doll, a clockwork spider. L
hull has natural armor (this doesn’t count or your
Levitation—Reflexes P
load). Your ormer human eelings, interests, and
connections are only dim memories. You now exist M����� (Human size):
A metal mannequin, a
to ulfill your unctions. Choose three: �� �����—
clockwork animal. Lie-Like
�� �������—�� ��������—�� �������—�� Appearance—Spider Climb
����� �� ...that which my master commands.
H���� (Wagon size, +1
Choose a frame size, look, and starting eature (see scale): A hulking metal
list at right). giant, a sel-driving vehicle.
Interior Chamber—Plating
You may be rebuilt i severely damaged or destroyed.
I your soul vessel is shattered, you are reed rom Features or any rame:
servitude and become a Ghost. Whenever you would Phonograph—Sensors—
Smoke Projectors—Spring-
take stress , take drain instead. Whenever you would Leap Pistons
take ������ , take ���� instead.
������������
Your items are built into your rame and may recess beneath panels out o sight.
Your rame can now carry +2 load.
�������������� ����������
You may release some o your plasmic energy as an electrical shock around you
or as a directed beam. You may also use this ability to create a lightning barrier
to repel or trap a spirit. ake 1 drain or each level o magnitude.
���������
You may A����� to the local electroplasmic power field to control it or
something connected to it (including another hull).
����������
ake 1 drain to perorm a eat o extreme strength or speed (run aster than a
horse, rend metal with bare hands, etc.). Tis actors into effect.
��������� ����
Choose an additional rame and its starting eature. You may transer your
consciousness between your rames at will.
����� �������
Choose an additional rame eature or one o your rames.
217
vampire
A spirit animating an undead body
Te apex o human existence is the vampire—the sublime, immortal union o
spirit and flesh. Mortals are merely flawed reflections o this perection, suitable
only or recruitment into the ranks o the eternal, or ed upon as chattel.
When you play a Vampire, you earn xp when you display your dominance or
slay without mercy. You transcend the mortal world. Your concerns and needs
eclipse all others.
o which worthy enterprise shall you commit your immortal effort?
FEEDING
You now have one vice: lie essence, consumed rom a living human. Use a
downtime activity to H��� prey and indulge your vice. Also, when you eed,
mark our ticks on your healing clock. Tis is the only way you can heal. How
do you eed? What telltale sign do you leave on your victims?
218
E
R
I
P
M
VAMPIRE TRAITS A
V
K
:
������ O
O
You are a spirit that animates an undead body. Your ������ is maxed out. B
Y
Choose our trauma conditions that reflect your vampiric nature. Arcane attacks A
L
are potent against you. I you suffer atal harm or ������, you don’t die, but P
your undead spirit is overwhelmed. You take level 3 harm: “Incapacitated” until
you eed enough to recover. I you suffer arcane harm while in this state, you are
destroyed utterly. Your xp tracks are longer (you now advance more slowly). You
have 12 stress boxes instead o 9.
When you suffer “atal” harm and are incapacitated, you can push yourself
in order to take action and eed. I you’re also maxed out on stress, then you
can take no actions, and must rely on an ally or servant to eed you.
������ �����
ake 1 stress to sense beyond human limits or several minutes. “Hear” a subject’s
true thoughts or eelings, see in pitch darkness, sense the presence o invisible
things, intuit the location o a hidden object, etc.
���� ������
Choose I������, P������, or R������. Your max rating or actions under
that attribute becomes 5. You also get +1d to resistance rolls with this attribute.
�������� �����
During downtime, choose one: Get a ree additional downtime activity, or take
+1d to all downtime activity rolls.
�������� �����
ake 1 stress to perorm a eat o superhuman strength or speed (run aster than
a carriage, break stone with bare hands, leap onto the roo o a building, etc.).
Tis actors into effect.
219
8
magnitude
Supernatural entities and energies have a wide variety o effects and power levels. o
help the GM judge these orces consistently, the magnitude scale is provided. See
the master table o magnitude at right. Magnitude measures the quality level o a
ghost or demon or different aspects o an arcane orce: its area, scale, duration, range,
and orce. Whenever you need to assess an entity or power, use the magnitude scale
as a guideline to judge how it compares relative to the examples given on the table.
You can use the magnitude o an entity or power as a dice pool or a fortune roll
to see how much effect it has, i it’s not obvious or certain.
A sea demon summons a crushing wave at the canal dock where the PCs
are landing their boat. How badly does this damage the vessel and the crew?
Obviously it’s gonna be bad or them, but are they merely sinking or are they
immediately wrecked and sunk? Te GM makes a ortune roll using 6d (the
magnitude o the demon). On a �-� , the wave has only little effect (or a
huge wave), causing the craf to take on water and begin sinking. On a �-� ,
the wave has reduced effect, ully swamping the boat and throwing some o
the characters and their cargo overboard. On a � , the wave has ull effect,
immediately sinking the boat and dragging the crew and cargo under. On a
�������� , the boat is sunk, and also the crew and cargo are badly harmed
by flying debris and the crushing orce o the wave.
You can add levels o magnitude together to describe a combination o effects,
or simply ocus on one key eature or the magnitude assessment, ignoring other
elements, even i they’re on the magnitude scale. Tey’re not always additive.
In the example above, the demon generated magnitude 6 orce and the GM
included its area o effect “or ree” as part o the power. A huge wave at a dock
should affect the boats and the crews there, in their judgment.
In a different session, a Whisper wants to accomplish a ritual that will unleash
a hurricane across the district. Te GM says that this is a very significant effect,
so they add two levels o magnitude together: force 6 and range 5. o create
such a devastating power, the Whisper will suffer 11 stress! Te GM offers a
compromise: the ritual will take a ew hours to complete, so the stress cost
will be reduced to 8, but some people in the affected area may realize what’s
happening and flee beore the ull storm hits.
Te magnitude table is provided as a tool to help the GM make judgment calls.
It’s not meant to be a rigid restriction or mathematical ormula to replace those
judgment calls. Use the levels as a guideline or setting a magnitude number that
seem appropriate to you.
Tis table can also be used as a guide to quality level when a PC acquires an
asset or crafs an alchemical or gadget. See Craing , page 224.
220
8
AREA / SCALE
� � � � � � �
E
D
DURATION / RANGE U
T
I
� � � � � � � N
G
A ew A ew An hour A ew hours A day Several A week
A
moments minutes days M
Within A dozen A stone’s Down the Several Across the Across the
reach paces throw road blocks away district city
�
A mansion, large ship, rare essences or �
Hurricane wind, molten lava, tidal
arcane artiacts, powerul demon wave, electrical maelstrom
�
A large townhouse, small ship, custom- �
A ship’s cannon, raging thunder-storm,
tailored clothing, lightning barrier massive fire, lightning strike
�
A luxury vehicle, townhouse, typical �
A charging horse, burning orge, bomb,
demon or powerul ghost whirlwind, electrocution
�
A coach, boat, military rifle, �
A crushing blow, staggering wind,
ashionable clothing, small home grenade, searing fire, electrical surge
�
A pistol, respectable clothing, private �
A powerul blow, howling wind,
rented room, typical ghost burning brand
�
A fighting blade, ordinary clothing, �
A solid punch, steady wind, torch
shared apartment, cheap ood or drugs flame, electrical shock
�
A rusty knie, worn & tattered �
A firm shove, a candle flame, breeze,
clothing, rickety shack on the street tiny spark
221
8
rituals
A ritual is a lost art o sorcery rom beore the cataclysm. Unlike modern arcane
techniques that utilize the scientific application o electroplasmic energies, rituals
depend on strange occult powers and entities to realize their effects. o enact a
ritual is to come into contact with these abyssal orces and entreat them to do
your will. It is a practice not without considerable risk.
LEARNING A RITUAL
Once the source o a ritual is ound, you may undertake a long-term project to
learn the ritual. Most rituals will require an 8-segment progress clock to learn.
Te player and the GM answer questions about the ritual to define what it wil l
do in play and what is required to perorm it (see below). Te player records
these answers in their notes or uture reerence.
R����� Q��������
�. GM asks: “What does the ritual do and how is it weird?” Player answers.
�. Player asks: “What must I do to perform the ritual, and what is its price?”
GM answers. A ritual takes at least one downtime activity to perorm and
inflicts stress on the caster according to its magnitude. I perormance o
the ritual is dangerous or troublesome in some way, it requires an action roll
(usually A�����). A ritual may also have additional costs, such as a sacrifice,
rare item, the start o a dire progress clock, etc.
�. GM asks: “What new belief or fear does knowledge of this ritual and its
attendant occult forces instill in you?” Player answers.
E������ R����� A������
Player: “Te ritual wards a person so that the ghosts o their victims cannot find
them. It’s weird because... as long as the ward is in place, the person sometimes
weeps tears o black blood.”
GM: “Spend a downtime action to prepare a mixture o tobacco, dream smoke,
and crematory ash rom a victim—which the target then smokes. You take at least
3 stress when you perorm the ritual, which will be its quality or a ortune roll
when it’s challenged by a spirit—so you might want to take more stress to make it
more potent.”
Player: “Gotcha. My new ear is what will happen i the spirits figure out where the
ward came rom and turn their vengeance on me, instead.”
222
8
PERFORMING A RITUAL
o perorm a ritual, you must have the R����� special ability, then ollow the
method outlined by the answers to the ritual questions. Most rituals will take
one downtime activity to complete, though the GM may call or two (or more)
downtime activities or very powerul or ar-reaching rituals. Some rituals may
be partially perormed during downtime and then ully maniested at-will later
by completing the last incantation or ritual action. In this case, simply make
a note that the ritual has been “primed” and may be unleashed at a later time.
When you perorm a ritual, you take an amount o stress as established by the ritual S
L
questions, according to the magnitude o the orces brought to bear. Te GM uses A
U
magnitude as a guideline or setting the stress cost—it may be higher or lower at their T
I
discretion to better describe the nature o the ritual. Some claims and special abilities R
also reduce the stress cost or ritual casting (like the Cult’s Ancient Obelisk claim).
Rituals take time to cast. Use the duration examples on the magnitude table to
reduce the stress cost based on the time needed, generally no less than an hour.
Te GM may also tick a progress clock when you perorm a ritual—to advance
the agenda o an arcane power or entity, or to show the steady approach o a dark
outcome that is a consequence o the ritual’s use.
I a ritual is dangerous or troublesome to perorm, make an action roll (usually
A�����) to see i unpleasant consequences maniest. I a ritual has an uncertain
effect then a fortune roll should be made to see how well it maniests. Because a ritual
is a downtime activity, you may spend ���� 1-or-1 to increase the result level o your
ortune roll (this represents the expenditure o expensive or rare ritual materials). I
a ritual is both dangerous and uncertain, then both rolls may be called or.
Each perormance o a ritual is a unique event, and may not always work the same
way each time. Te GM or players may call or a round o questions to establish a
ritual anew. Rituals are a way to bring in a wide variety o arcane effects into the
game. Use with caution! I you ever go overboard, address the questions again to
establish new weirdness and costs i things have gotten out o hand. Te abyssal
orces are not playthings and cannot be considered a reliable or sae source o power.
SAMPLE RITUALS
G���� M��: Tis ritual enchants a specially prepared map so it reveals the
position o all spirits across the district. An individual spirit may be S������ on
the map to glean some details about it. Te caster takes 4 stress when it’s perormed
(range: across the district, quality o inormation: good, minus extra time: a ew
hours). As an example; another GM might judge the magnitude differently.
P����� �� ��� D�����: Tis ancient song calls upon the power o the
leviathans to open a small gateway to the great Void Sea (somewhere within a
ew blocks o the ritual site). Anything caught near the portal is swamped by
cold, black water and drawn with hideous strength into the abyss. Tis ritual
is very dangerous, involving arcane contact with a leviathan’s demonic power
(desperate action roll). Te caster takes 6 stress and ticks a 4-segment progress
clock: “Seduced by the Leviathan’s Song.”
223
8
crafting
During downtime, a PC can T����� with special materials and tools to produce
strange alchemicals , build (or modiy) items, create spark-cra gadgets, or
enchant arcane implements or weapons. Te system or each method is similar,
with different details depending on the nature o the project.
INVENTING
o invent a ormula or a new alchemical concoction or the plan or a new item
o your design, you need to S���� it as a long-term project. Most new ormulas
or designs will require an 8-segment progress clock to invent and learn. Te
player and the GM answer questions about the invention to define what it will
do in play and what is required to create it (see below). Te player records these
answers in their notes or uture reerence.
C������� Q��������
�. GM asks: “What type of creation is it and what does it do?” Player answers. A
creation might be mundane, alchemical, arcane, or spark-craf. I a PC has an
appropriate special ability (A��������, A��������, S������ M������),
they get bonuses when inventing and crafing certain creation types.
�. Player asks: “What’s the minimum quality level of this item?” GM answers,
with the magnitude o the effects the item produces as a guideline.
�. GM asks: “What rare, strange, or adverse aspect of this formula or design
has kept it in obscurity, out of common usage? ” Player answers.
�. Player asks: “What drawbacks does this item have, if any?” GM answers by
choosing one or more rom the drawbacks list, or by saying there are none.
A PC with the A��������, A��������, or S������ M������ special
abilities invents and learns one special ormula when they take the ability (they
don’t have to take time to learn it).
Once you’ve invented a ormula or design, you can cra it by using a downtime
activity (see Craing , below). No one else can craf this invention unless they learn
your design as a long-term project. I you acquire a ormula or design invented
by another tinkerer, you may learn to craf it by completing a long-term project.
Common alchemicals (see Sample Creations on page 226) and ordinary items
don’t require special ormulas or designs to learn. Anyone may attempt to craf
them by using commonly available instructions.
CRAFTING
o craf something, spend one downtime activity to make a T����� roll to
determine the quality level o the item you produce. Te base quality level is equal to
your crew’s ier, modified by the result o the roll (see the results on the next page).
Te results are based on your crew’s ier because it indicates the overall quality
o the workspace and materials you have access to. I you do the work with the
Workshop upgrade or your crew, your effective ier level is one higher or this roll.
224
8
CRAFTING ROLL
1d or each T����� action dot. C�������: Quality level is Tier +2.
�: Quality level is Tier +1.
+1 quality per ���� spent.
�/�: Quality level is equal to Tier.
+1 quality or Workshop crew �-�: Quality level is Tier -1.
upgrade.
Te GM sets a minimum quality level that must be achieved to craf the item, G
N
I
based on the magnitude o the effect(s) it produces. Te GM uses magnitude T
as a guideline or setting the quality level—it may be higher or lower at their F
A
discretion to better describe the nature o the project. An item may be crafed at R
C
higher quality i the player wishes to attempt it.
You may spend ���� 1-or-1 to increase the final quality level result o your roll
(this can raise quality level beyond ier +2).
��������� �� ����
Adding a eature or additional unction to an item is simpler than creating
something new. You don’t need to invent a special ormula or plan. Make a
crafing roll to modiy an item (the baseline quality o an item that you modiy
is equal to your crew’s ier, as usual).
A simple, useul modification requires ier +1 quality. A rifle that breaks down
dagger that can harm a demon. An electrified hull on a boat to repel boarders or
ghosts. An outfit coated with chemicals to mask you rom deathlands predators.
Modified items, like special creations, may have drawbacks.
���������
A creation or modification may have one or more drawbacks, chosen by the GM.
C������. You’ll have to create it in multiple stages; the GM will tell you how
many. One downtime activity and crafing roll is needed per stage.
C����������. Tis creation doesn’t go unnoticed. ake +1 ���� i it’s used
U���������. When you use the item, make a ortune roll (using its quality )
user, specified by the GM (see examples on the sample creations, next page).
A side-effect is a consequence, and may be resisted.
225
8
SAMPLE CREATIONS
Creations are listed with their quality level (by ier: I-VI), ollowed by a number
of uses i they’re Consumable (1-3). Tese creations are well known by tinkerers
in Duskwall, and don’t need to be studied beore producing them.
Revka spends a downtime activity to distill a batch o Drown Powder. She rolls
T����� and gets a � , meaning quality level equal to her crew ier, which is
II. She spends 1 ���� to bump up her result to a � (ier +1), which is high
enough or Drown Powder (III). She makes two doses o the consumable poison.
Smoke Bomb (��/�): Creates a cloud flame upon contact with air.
o acrid smoke that’s difficult to
breathe and stings the eyes.
������� (����������)
Drawback (Volatile): “Sickened,” lvl 1 harm.
����� (����������) Drown Powder (���/�): A fine dust
Drawback (Volatile): “Woozy,” lvl 1 harm. that incapacitates by giving the
Black Lotus (�/�): A tar-like resin sensation o drowning.
made rom the leaves o the plant. Eyeblind (���/�): A powder that
Induces coma-like stupor and visions. causes blindness or a moment.
Bloodneedle (�/�): Induces ever, Skullfire (���/�): oxic umes rom
euphoric mania, rampant energy. overly heated leviathan blood. Causes
Dream Smoke (�/�): A milder incapacitating migraines.
ormulation o black lotus. Induces a Standstill (��/�): A powder that
pleasant intoxication. causes temporary paralysis.
Quicksilver (��/�): A toxic metallic
Note: Alchemicals, bombs, and dangerous gadgets are highly restricted in Doskvol.
When you use the acquire asset downtime activity to get one o these (rather than
crafing it yoursel), you take +2 ����.
226
8
Hull. A spark-craf body animated by a spirit. Very complex , requiring six stages.
Stage 1: Inner Chassis (��): Te Stage 4: Soul Vessel (���, ������):
articulated metal skeleton o the hull. An arcane device that houses the
Stage 2: Clockwork actuators (��): spirit. Requires a rare material: a
Te inner gears and systems that allow memento rom the spirit’s lie.
the hull to move. Stage 5: Outer shell (�): Te metal
Stage 3: Sensorium (���, ������): A exterior o the hull.
crystalline orb suspended in electroplasm Stage 6: Feature (��): A wondrous
within a metal rame, which allows the eature built-in to the hull. See the Hull
hull to see and hear. Requires a rare playbook or a list o possible eatures
item: a spirit-crystal orb. (page 216). May have drawbacks.
227
8
CRAFTING EXAMPLE
��������� � ������������
Noggs is ed up with losing fights to the Billhooks, so she decides to design a
weapon that will tip the scales. Noggs’s player, Jess, tells the GM that she wants
to craf a flamethrower.
First, Noggs will need to invent the design. Te GM and Jess go through the
creation questions.
1. Te GM asks, “What type o creation is it and what does it do?” Jess answers,
“I want a portable flamethrower—like a WWII style thing with a uel tank on
my back and a sprayer-gun to direct the fire.”
2. Jess asks, “What’s the minimum quality level or this?” Te GM answers, “I it
puts out enough fire to fill a room... let’s call that level 6 (two or the area, three
or the orce, and one or the range). Tis is somewhat advanced or Duskwall,
but it’s doable.”
3. Te GM asks, “What rare, strange, or adverse aspect o this ormula or design
has kept it in obscurity, out o common usage?” Jess answers, “Well, I think the
obvious thing is the difficulty o managing the volatile uel under pressure without
turning the weapon into a bomb.”
4. Jess asks, “What drawbacks does it have? As i I don’t know...” Te GM answers,
“Heh, yeah, o course it has the volatile drawback. Te dangerous consequence
will usually be “Collateral Damage,” though the possibility o exploding the tank
might come up i it takes damage. Also, I think it has the consumable drawback, to
reflect the need to refill it with uel. Let’s say it has enough in the tank to be used
two times beore refilling. You can refill uel by acquiring an asset in downtime,
probably quality level 2 or that.”
Now that the design is settled, Noggs spends a ew downtime activities on an
8-segment long-term project to S���� the design and learn how to build it.
�������� ��� ������������
Once the design is learned, Noggs builds the flamethrower by spending a
downtime activity. Jess rolls T����� and gets a �, which is enough to build an item
with quality equal to Noggs’s ier +1. Noggs is ier 0, so that’s quality level 1—not
enough or the quality level 6 flamethrower.
o make up the difference, Noggs will have to spend 5 ���� on the construction
o the flamethrower. A sizable sum, but Jess thinks it’s worth it to terrorize the
Billhooks. Noggs spends the money rom the crew’s vault (with the blessing o
her crew mates) and the new weapon is ready to go.
228
CHAPTER 9
changing
the game
Afer you play Blades or a good while (or maybe even right away i you’re one o
those types), you’ll start to think about how you might add stuff to the game, or
how elements o the game might be different, or how you might play a different
sort o game using the Blades system as the oundation or something new. Tese
impulses are called “game design” and you’re off onto a very rocky and rewarding
road. Tis chapter is a crash course in some design concepts that might help get
you started.
Te first bit o advice I can give you is: play and iterate . It’s easy to all into the
trap o sitting at your computer, typing away, thinking up all kinds o game stuff,
then despairing and tearing it all apart, or starting over, or throwing it away.
Fight that tendency by ocusing your design process on playing the game, then
iterating a ew things, then playing again, then iterating, and so on. Elements
that seemed simple at the keyboard will reveal themselves as too complicated
at the table, and vice versa. A small detail that you didn’t think important will
be seized on by the players and expand into something amazing. A roleplaying
game is dead on the page—you have to get it into play to really see what it’s like.
Keep your design efforts ocused on play , not a lonely writing exercise.
Also, you don’t have to do it alone. Tere’s your game group, o course—they’ll
help you a lot. But there’s also a huge, vibrant community o tabletop gamers
online that love to try new things, give eedback, and support design efforts—rom
minor hacks to ull blown new creations.
Go to bladesinthedark.com to find a bunch o game-hacks that other people
have already done (maybe they’ll inspire you!) and links that will take you to
various community hubs online so you can talk to other gamers and designers.
229
9
������� ���������
Permission to do something that normal people can’t do (like the Slide’s ability
L��� L������ ���� � M�����: “You can always tell when someone is lying
to you.”). Or permission to apply an action in a way that you normally couldn’t
(like the Whisper’s O��������).
+1d to a roll in a specific circumstance.
+1 effect in a specific circumstance.
Push yourself to activate a special talent or minor supernatural effect.
ake variable stress to activate a supernatural talent (use the magnitude
scale). ake additional stress to activate optional eatures (like the Lurk’s
G���� V���).
Grant special armor in a specific circumstance.
Suffer reduced harm or take a lesser penalty rom harm.
���� ��������
Permission to do something special (like the Smuggler’s C���������).
Give +1d to a cohort o a certain type or in a specific circumstance.
Give all crew members +1 ������ box or +1 stress box .
Free load or certain items.
+1 ier in specific circumstances.
An addition to your lair (like the Ritual Sanctum o the Cult).
������
Permission to do something special (like the Cult’s Ancient Gate).
+1d to engagement roll or a plan type or in a specific circumstance.
+1d to a downtime activity roll.
+1d to an action roll in a specific location or circumstance.
You take less ���� afer a score.
Add scale or potency to a cohort.
Extra ���� in payoff or certain types o scores or generated by an asset in
downtime (like a Vice Den).
+1 ��� rom scores.
For some examples o other ways to expand the scope or PCs, see Advanced
Abilities and Permissions, page 234.
230
9
�������� ����������
When you roll resistance, take stress equal to the lowest single die result. E
M
With this tweak, the range o stress costs on a resistance roll is 1-6, rather than A
G
0-5. Tis makes the “stress burn” in the game more steady. You can’t luck out E
and suffer zero stress when you resist. H
T
Or maybe you want resistance to be unreliable and even more costly: G
N
I
��������� ���������� G
N
When you resist a consequence, roll the appropriate attribute. On a A
H
�������� , you avoid the consequence completely. On a �, you avoid C
the consequence i you take stress equal to its severity, or you may
take 1 stress to reduce the consequence by one level. On a �/�, you
may reduce the consequence by one level i you take stress equal to its
severity. On a �-�, you don’t resist the consequence. You suffer it ully.
Stress cost by severity: Limited/1-harm = 1 stress. Standard/2-harm =
2 stress. Severe/3-harm = 3 stress. Catastrophic/Fatal harm = 4 stress.
With this tweak, there’s a chance that you won’t resist the consequence; it’s not a
sure thing the way it is in the normal game. With Uncertain Resistance, the PCs
become much more normal—they’re not daring scoundrels who can slip out o
trouble whenever they really need to.
Speaking o more normal PCs...
���� ����������
When you create your character, you have only one o your special
playbook items, not all o them. Choose the one that you begin with.
All o the other special playbook items must be unlocked by advancing
your character’s lifestyle. Each time you fill one o your stash rows and
advance your liestyle, choose two special items that you now have
access to.
I you want liestyle to play an even bigger role, you could tie it to the crew’s
advancement:
���� ���� �� ���������
o advance your crew to the next ier, you must have a ull ��� track,
and each PC must have a liestyle level equal to or greater than the
ier that you’re advancing to. (Tere’s no cost to the crew in ����.)
231
9
I you want to explore the story o a different type o crew in Duskwall, you might
tweak the payoff systems o the game to reward different behavior. For instance,
to design a crew o vigilantes, Sean Nittner changed the way the crew earns and
spends ���� and ���. Sean explains it like this:
When I started making a Vigilantes crew the first thing I knew was that their
reward couldn’t be ����. C��� is a necessary evil in Doskvol, but i that was
their primary objective, well, they wouldn’t be vigilantes.
John and I went back and orth over other possible rewards but the change
that was both the simplest and the most logical was that the primary reward
or cleaning up the streets, protecting your amily, or exposing corruption in
the Blue was an existing currency (and in act an existing reward): ���.
So what does that look like in play? I always envisioned the vigilantes as the
anti-blade, so their ��� is directly tied to their response to scores, and coin
is tied to the action they are going up against (even Vigilantes have to eat):
���������� ������
A score yields 1 ���� per ier o the target and a ��� reward based
on the nature o the operation.
2 ���: Retribution o a minor score.
4 ���: Stop a minor score. Someone protected.
6 ���: Retribution or a major score. Several avenged or someone saved.
8 ���: Interrupt a major score. Corrupt officials outed. Many saved.
��+ ���: Faction destroyed.
What does this do in play? First it means that Vigilantes will fill up their ���
clock very ast, and are likely to get strong hold very quickly. It also means
that they will have a hard time going up in ier because they don’t have much
coin, and that their downtime options are limited. I liked the first part o that,
Vigilante groups tend to stay pretty small, so tempering their ier growth fits
well, but I still wanted them to have the option to “buy up” their success during
downtime. Tis was solved by creating a new special ability or the crew:
232
9
233
9
234
9
G������� V�����: You may extend the thought-tendrils o the god rom your
own mind to those around you, granting them a vision o its ormless orm. Tis is
a psychic attack that inflicts 3 stress on you and has an effect determined by your
������ level. T����� 1+: all those who can see you must look away and leave
your presence, or be paralyzed with dread. T����� 2+: In addition, you inflict level
2 harm (ormless dread) to all who can see you. T����� 3+: Instead o level 2 harm,
you inflict level 3 harm “Catatonic.” T����� 4+: In addition, you may also ocus
E
on one person who can see you and inflict atal psychic harm “Shattered Mind.” M
A
When you suffer your ourth ������, your mind is prepared and you ascend to G
mastery in the cult o your orgotten god. You receive permission to call upon your E
H
god to briefly maniest in the physical world and enact its will, at the cost o 6 stress. T
You receive permission to continue to play your character rather than retiring, with G
N
I
the ollowing restrictions:
G
You may now heal stress only by serving the will o your orgotten god. Your vice N
A
becomes Servitude. H
C
When next you suffer ������ (your fifh), you transorm into an avatar o the
god, losing your human mind and will as the thought-tendrils o the god ully
maniest within you. Retire your character to their dark ate.
235
CITY GUIDE TO
doskvol
237
A BRIEF HISTORY OF DOSKVOL
PC: Pre-Cataclysm. IE: Imperial Era
238
CULTURES
Doskvol is a mix o many cultures and traditions, and, as in most cities, exhibits
a paradoxical usion o cosmopolitan rapport and tribalistic strie. o give you a
convenient touchstone or cultures in this antasy world, they’re compared to various
Y
cultures rom our world, below. Tis is not meant to be restrictive or definitive, R
just a short-hand to help you visualize and understand them. In play, it’s your job O
T
to flesh out these sketches in the orm o specific people, who each embody, reject, S
I
honor, or despise their cultures o origin depending on their own outlook and values. H
,
E
Te most common heritage in Duskwall is Akorosi, whose people and cultures R
U
resemble the diverse groups across Western and Eastern Europe. Te Akorosi T
L
claim the same heritage as the Immortal Emperor himsel, and base titles o U
nobility on this heritage. C
&
Second most common are the Skovlanders, the original indigenous people o E
G
the north, whose people and cultures resemble those across Scandinavia and A
U
the northern British Isles. Many Skovlander reugees have come to the city G
N
throughout the Unity War, building up a very large population o laborers, skilled A
crafspeople, and other trades o the working-class. Some Akorosi look down on L
the Skovlanders as traitors to the Empire and treat them poorly.
Tird are the Iruvians, a powerul and wealthy dominion in the south whose
people and cultures resemble the diverse groups across Egypt, Persia, and India.
Iruvians claim nobility via an ancient pact with the Emperor. Tey maintain an
influential consulate in Duskwall and keep a close eye on their portion o the
leviathan hunter fleet.
For more on the lands o the Shattered Isles, see page 308.
LANGUAGES
Tere are three main languages spoken in the city. Most common is A��������,
or “Imperial,” which is considered the common tongue. It’s expressive, nuanced,
and verbose—perect or sprawling poetry or meticulous legal documents.
Second is S�����, the mother tongue o Skovlan across the sea. Many Skovlanders
live in Duskwall and their clipped, direct speech can be heard wherever they’re
ound. Te ancient name o the city comes rom an old Skovic word, do’skov’ol ,
literally meaning “the Skov’s coal mine.”
Tird, and most rare, is H�������, an ancient tongue ound in musty old tomes
but still spoken among some people, particularly Iruvians. Many people avor
its elaborate, scathing expletives.
������� �� ���������
Like every old city, this one has collected many names, rom the original orm,
Doskvol , to the Imperial nautical designation, North Hook, to the modern
Akorosian slang, Duskwall . All the names are used interchangeably by citizens,
depending on their background and preerence. Scoundrels o the underworld
sometimes reer to their shadowy corners o the city as “the Dusk.”
239
LIGHTS IN THE DARKNESS
Te sun was shattered in the cataclysm, plunging the world into darkness. Its
remnant shards burn weakly in the sky at dawn and twilight, yielding only a dull
glow, like the last embers in a dying fire.
Days are divided into two parts, marked by the weak lights at dawn H����
and twilight. Te 12 hours afer dawn are numbered; the first hour, S���
the second hour, the third hour, etc. Te 12 hours afer twilight S�����
are named, usually according to local custom, which varies rom
T�����
city to city. (Te twilight hours o Duskwall are listed at right—the
hour o wine, the hour o ash, etc.) Most cities ring public chimes F����
to mark the hours. P�����
I you want to keep things simple or the game group, you can reer S���
to time in a standard 12-hour clock method, “3 a.m.” or “6 p.m.” W���
Use the special hour names when you’re eeling ancy. A��
Te moon looms huge and bright, swelling with each passing year, C���
as i drawn ever closer by some terrible power. During certain C�����
phases o its transit, the moon appears to multiply across the sky,
S����
in pairs and trios o sibling lights, as i reflected on the acets o a
vast crystalline dome. It is not known what causes these pale, dimmer sisters
to appear, but occultists and natural philosophers have no shortage o arcane
explanations and scientific hypotheses.
Te ancient stars still hang in the black sky, though their arrangements sometimes
swirl and change according to unknown principles o celestial motion. When the
oceans turned to black ink during the cataclysm, a new realm o constellations
appeared in the depths o the seas—millions o tiny pinpoints o light, somehow
clearly visible ar below the waves. o sail upon the waters o the Shattered Isles
is to be flung into the void—the crushing dark o black sky upon black water,
stars ar above and stars ar below. Not every sailor is able to keep their sanity.
Doskvol, like all the great cities o the Imperium, operates massive generators
around the clock, to produce the power needed or lightning barriers as well as
the thousands o electroplasmic lights that illuminate the public thoroughares.
Wealthy citizens operate their own generators and electric lights, but most people
make do with simple candles and lanterns in their homes and shops. Te smoke
rom generators, lanterns, torches, chimneys, and cook-fires chokes the air and
covers the city in ash and soot.
Because o the perpetual darkness, a small hand lantern is practically a required
tool or daily lie in the city. Common people use simple oil lanterns, while the
more well-to-do employ the most advanced miniature electroplasmic lamps,
clipped to a belt to keep their hands ree, mounted on the head o a walking
stick, or carried by a servant lamp-bearer.
Areas o illicit dealings or ill-repute sometimes enorce a “no lamps” policy, so
business may be conducted in the anonymous darkness.
T HE M ARV EL OF P
LASM
T he origin and background of modern fuel has long been a subject relegated to vague
folklore and occult practice, ill understood by the masses. Hardly a surprising revelation,
considering the rampant superstition and deplorable educational circumstance of the lower
classes. To truly understand the topic, one must rely fully on the superior empirical methods
of the modern natural philosopher.
We now know that the fuel properly known as Plasm is the liquid distillate of specific
energetic reactions that occur throughout the Ether. The substance draws essence from
a number of potential sources, each with its own properties cataloged by experiment. You
may consider the diversity of these byproducts of life energy, from the glowing cerulean
Electroplasm commonly seen coursing in an aetheric battery, to the opaque and viscous
residue which accretes to the hulls of Leviathan Hunter ships.
Plasm is compressed life energy. Where there is energy, it may be put to work. The energy of
Plasm is like any other—harnessed fully by the wit and Science of humankind with the proper
application of aetheric frequency modulation techniques and trigonometric mathematics.
The quality of the various Plasms which result from the disparate processing techniques
at large in the modern usage is often uneven, burning at different rates or with different
amounts of “static” within (as Professor Gallo calls it) the “Ghost Field.” Static is, at best,
distressing to the psyche of those in close proximity, and, at worst, a general safety hazard
due to manifestations and emanations. Often they take the form of simple “spirit-echoes,”
but some believe in entities of a darker nature which supposedly evidence an otherworldly
intelligence and will. To call the manifestations “demonic” is to entertain the fantasies of
ages past. As a woman of Science I reject such absurd notions.
Thankfully, the technicians of the Noble houses of Duskwall have perfected the distillation
of raw Plasm from leviathan blood so that it burns bright, clear, and steady. Thus, as we all
know, it is this exquisite Plasm which is most highly prized throughout the Imperium—
to power the convenience of our electrick lights, the trains which connect our cities, and,
of course, the great Lightning Towers that safeguard our lives. Doskvolian Plasm is the
foundation for the glories of the Modern World.
T he key insight to grasp in considering Plasm is this: it is distilled from materials that have
already condensed life force into themselves. Whether using the leviathan blood—so full
of life that even separated from its host it remains undying—or electroplasm, a force of life
so enduring it survives death itself, the process requires saturated materials to distill. Some
formulae can find saturated materials elsewhere, like in the moss and scum of a slaughterhouse
or other such places, flourishing where death prevails.
242
Centuries of experimentation provided the foundational insights in alchemical form, or
cloaked in the laughable superstitions of necromancy or astrology. Based on the principles
that could be gleaned from those unfortunately-biased ancient works, modern Science
has developed an industrial, mechanical, and chemical infusion process that can turn toxic
materials into fuel.
Perhaps the most toxic material of all is the still-living leviathan blood. It is a thick, black,
iridescent, oily substance harvested from the monsters of the deep. They drink the Ether
and condense its energy to impossible levels of life force. Attempting to solve the mystery of
vibrant blood laid the foundation for work with Plasm. The Leviathans consume and befoul
the life energy of their world, condensing it in service of their baleful and abhorrent wills.
Electroplasmic energy forms at the edges where an individual life force experiences
friction with the Ether. Wispy and vague, it glows, appearing much like mist, reacting to
etheric currents and provoking fanciful speculation in the fevered minds of artists and the
superstitious. In times past, this residue would evaporate into the background energy of
the world upon the destruction of a life force. Now that the Ether is at high tide, as it were,
that energy cannot disperse and sometimes condenses further to become almost palpable.
This residual energy can sometimes ape the form and feeling of the deceased.
L eviathan blood retains life impossibly well after separation from a leviathan, but
remedying its liveliness is at the heart of the refining process. Special tanks can be
prepared with careful application of, I’m sorry to say, rather secret trade techniques— then
the living blood can be inserted and doused with various chemical formulations that eat away
at the unnatural vitality therein. As the still-living blood defends itself, it draws in Etheric
energies, concentrating them further as the tank siphons the intense byproducts to safe
storage. Over time, the blood shrinks and loses all coherence, becoming leather and slag.
These processing centers find that relocation is a necessary inconvenience, because of the
horrible echoes in the Ether that result from this harvesting.
Electroplasm is vulnerable to forms of dimensional compression, so just as water vapor
condenses to droplets of liquid, these ephemeral wisps of energy become glowing liquid
Plasm.
In summary, Plasm is a refinement of condensed and distilled life (from any material
saturated with life energy). Let us take a moment to relish the efficiency and orderly
progression of the technology that allows life to continue to serve even when it shifts from
a traditional form to a more pure energy. We look to a bright future, secure in the knowledge
that we enter it with all the various devices and ingenuities needed to re-purpose life’s
wreckage to serve as industry’s foundation.
243
WEATHER, CALENDAR, & SEASONS
Doskvol is cold, rainy, and windy on most days. Its citizens bundle up in heavy
coats, scarves, gloves, and hats (convenient attire or a scoundrel who needs to
conceal the tools o their trade). Just afer dawn and again at twilight, the city is S
usually blanketed in a thick og that obscures street lights and ruins visibility in N
O
the darkness. Many people habitually take a break during these times, staying S
A
indoors with a cup o tea to wait out the “blind hour.” E
S
Te official Imperial Calendar divides the year into six months M����� &
,
o sixty days each (see the listing at right). It’s said they were R
K������ A
named by the Immortal Emperor himsel, to honor the lands and D
S���� N
peoples lost during the cataclysm, but there are none now living E
U������ L
who remember them. A
V������� C
,
A month is made up o 10 weeks o six days each. Te days o
E����� R
the week are not named by official reckoning—they’re simply E
H
reerred to by number (“We’ll meet again on the 17th.”), but T
A
regional custom sometimes names particular days o the calendar according to E
a regular event or practice. In Doskvol, the first day o each week is Market Day , W
when public traders put out a new selection o wares or the coming week. Some
districts even have their own quaint weekday names particular to local events,
such as Home Day in Crow’s Foot (prisoners are usually released on the second
day o the week), Commission Day at the docks (new ships are launched on the
third day o the week according to old superstitions), Requiem in Charterhall
(wills and testaments are traditionally prosecuted on the ourth day o the week),
Dust Day in Charhollow (the fifh day o the week, when the ood stores o the
poor run thin), and Carillon in Brightstone (operas and symphonies perorm
on the sixth day o the week).
Te last day o each month is Moontide , an inormal holiday based on a olk-
practice honoring a orgotten sky deity; now merely an excuse to stop work
and drink. Other holidays include Arkenvorn (honoring the institution o the
Spirit Wardens), Unison (celebrating—or cursing—the end o the Unity War
with Skovlan), Doskvorn (a birthday celebration or anyone born in Doskvol),
and Gratitude (honoring the Immortal Emperor’s ascension to the throne and
salvation o the Shattered Isles—as well as celebrating thankulness or other
things in lie).
Te north o Akoros, where Doskvol lies, experiences three seasons—a rigid
winter (during Elisar and Mendar), a windy and rainy spring (Kalivet and Suran),
and a stormy all (Ulsivet and Volnivet). Also o note is “hunting season”—the
most active time or leviathans in the northern sea, which usually lasts rom late
Suran through early Volnivet. Te leviathan hunter ships procure 80% o their
hauls during this time o the year.
245
���� �� ����� ��
��� �� ��������?Excerpt from Ports o the Ink Sea , Evan Shandlay’s travel guide.
Unsurprisingly, the bulk of cheap food in the port city of Duskwall is eel and mushroom pie. Eel are
famously resistant to taking on some of the foul accretions of the canals and the sea, and they are easy to
trap. Their consistency is not fabulous, and the incautious cook risks losing a finger to an ill-tempered
bite, but the eels have a lot of meat on them and there are many ways to prepare it.
246
form, and many are ugly enough to justify that allows other plants nearby to flower and bear fruit.
whimsy. However, once they’ve been sorted and The light is dimmer, but always glowing.
the poisonous ones ground up for soil treatment Critics of the process suggest the secrets
or disposal, the rest grace the plates or bowls of to infusing radiant energy were learned from
those who can afford them. leviathans and are therefore not to be trusted. The
Chickens do well in Duskwall, and breed quickly, practice is widespread regardless of its origin, and
providing a useful source of meat. Goats are also commonly accepted.
popular, as much for their milk and guard duty Many wealthy families have their own secrets for
as for their meat. Becoming an expert in various radiant integration, and so there is a wide variety of
pairings of goat cheese and mushrooms is a techniques and appearances among radiant plants
cultural hobby of the city’s well-to-do. and animals.
Various sporings of “cap wine” are far superior The Brochalla family have planted small radiant
to fungal brew. The wine-like substance is trees in rows with grapevines, creating an otherwise
alcoholic, stored in glass bottles, and a symbol of impossible vineyard. The Nyamaska family
the finer things. pioneered the technique of building an aquarium
full of radiant fish that arched over a greenhouse.
��� ������� The living light allows growing gardens of fresh
fruit and vegetables inside the mansion’s security.
Duskwall is a garden of culinary delights for those The Durovlins have ponds full of radiant fish and
who can afford them. Nets and specialized hunting plants. They harvest clams and mussels (and their
techniques bring a bounty of dolphin, devilfish, weirdly shiny pearls) as well as other cultivated
squid, mussels, and all description of seafood into undersea delicacies from the glowing grottos.
the city. Culture dictates that chefs prepare them Aristocrats and scholars can wax poetic about
to look as close as possible to how they appeared how the condensation of life energy in the
while alive, meanwhile stuffing them and their electroplasm represents the doorway between life
surroundings with accents and appetizers and and death, condensation from the Ghost Field in
succulent treats. a living thing. Food, too, is a doorway between
Nothing says “family celebration!” like a life and death. One thing must consume another
devilfish platter, treats among the carefully to live, and to interrupt that endless cycle brings
arranged arms, the head sac full of delicious death. From that death, fungal life may then
stuffing, a side of crab cheese, creamy and smooth, spring up and begin the cycle anew.
in a dish between the eyes. Another popular Enjoy the radiant plants and animals, but do not
tradition is eating rich caviar out of tiny wooden eat them. Radiant poisoning is serious. The life
shoes with a silver spoon. energy that a person eats tends to root around in
their echo and wake up a voice or personality of
������� ������ someone they killed, or a death they witnessed,
or (for innocents) invites in the strongest nearby
What sets the wealthy diet apart from common ghost voice. A psychic civil war ensues, and
food is the use of radiant energy. Centuries ago, a Whisper must be hired to smooth out the
brilliant alchemists and necromancers discovered unwanted voice and free the poisoned individual
ways to infuse electroplasmic energy into the to be singular in the body once more. This usually
living matrices of plants, creating beautiful living works, but often has unpleasant side effects.
artwork that glowed with energy. The practices Radiant plants and animals must be disposed of
expanded to working with animals—first fish, by burning, as a human corpse would be, or their
then eels, devilfish, and other sea creatures. electroplasmic energy can cause problems in the
The practice is traditionally unsuccessful with Ghost Field. Since they almost never occur in the
mammals, and iffy at best with birds. wild, this restriction on raising radiant plants and
The glow of life energy emanating from radiant animals is generally not a problem.
creatures is soaked up by surrounding plant life, Now you know what to eat next time you are
which grows bigger and faster as a result. The in Akoros and find your way to the bustling port
wealthy tend to cultivate radiant gardens not just of Duskwall. Raise a glass to toast the Immortal
for the range of beautiful plants, but also because Emperor, avoid eating anything with red spots,
the light from those plants replaces sunlight and and you’ll do just fine.
247
LAW & ORDER
Doskvol’s law and order is presided over by six institutions:
T�� L��� G������� oversees Imperial interests in Doskvol, enorces edicts
rom the Immortal Emperor, commands the Imperial Military garrison and
war ships in the city, and breaks ties when needed on City Council measures.
Te Lord Governor is appointed by the Emperor.
T�� C��� C������ consists o six members o the nobility who draf
and approve legislation, city ordinances, and public works; determine the
disbursement o the city treasury; and issue taxation orders. Council seats
are traditionally appointed by vote o the sitting council when a member dies
or retires.
T�� M������� �� P����������� manages the provisions or the Imperium,
ensuring that ood and supplies are transported where they’re needed across the
electro-rail lines and within the cities. Tey also oversee the Sparkwrights who
design and maintain the lightning barriers. Tey are appointed by the Emperor.
T�� M���������� issue warrants, prosecute trials, assess evidence, and
pronounce judgments (there are no juries). Magistrates are appointed by the
City Council.
T�� C��� W���� (aka “Bluecoats”) patrol the streets, “encourage compliance
with the law,” capture offenders, and operate Ironhook Prison. Watch-guards are
hired by the Commander o the Watch, who is appointed by the City Council.
T�� I��������� (aka “Constables”) investigate crimes and present evidence
or warrants and trials. Inspectors are appointed by the Lord Governor o the
city. Inspectors are ofen oreigners, with no close ties within Duskwall.
Tere is another related institution, the Spirit Wardens , but they serve the Emperor
directly and are not officially part o Doskvol’s law enorcement apparatus. See page
296 or details about the Spirit Wardens.
Under this system, a citizen can expect to receive justice commensurate with
their social status and wealth. Te Inspectors are amously incorruptible and
hold themselves apart rom Doskvol’s sprawling network o bribery, but the other
institutions are bought and paid or by the powers-that-be and rarely (i ever) bite
the hand that eeds them. I you’re captured by the Bluecoats or brought beore a
magistrate, it’s the depth o your pockets and the breadth o your political connections
that will almost always decide the case, not the application o jurisprudence.
Te Bluecoats are under general orders to enorce the law, but in practical terms,
they serve the needs o the richest and most influential groups and harass the
poorest and least powerul—essentially operating as another street gang extorting
the underclasses.
It’s ofen said that everyone is guilty in Duskwall, so make sure you get rich
beore you get caught.
Opposite: A Bluecoat at
their post.
248
THE UNDERWORLD
Te powerul elite o the city contrive to keep the lower classes in servitude and
want, to profit rom their labors and control them in their desperation.
But there are some who try to find a way out o the traps laid by the establishment;
some who make their own ates with the only tools lef to them: skulduggery,
violence, and the dark arts. Tese daring ew o the underworld are labeled
criminals, villains, and scoundrels by high society; they’re hunted down, locked
away, and eradicated beore they can upset the rigged games o the status quo.
Te underworld actions that do survive ofen become what they battle against.
Teir power and influence corrupts them until they’re just another agent o
control and oppression—eeding on the weak and vulnerable, as they once were.
And so, a cycle perpetuates: violent resistance to authority, violent response, and
violent ends—or else an ascension to power and privilege; out o the gutter and
onto the overlord’s perch.
Te most notable o these ascended are:
T�� U�����. An insidious criminal organization with secret membership,
whose agents are said to be placed within every institution in Doskvol. Tey
profit rom vice and extortion at all levels o society.
T�� H���. An Imperially-recognized “merchant guild” with many legitimate
businesses and contracts—cover or their much more profitable trade in
contraband and human trafficking.
Te rest o the underworld is in a constant war o attrition—vicious competition
among desperate gangs, each scrabbling to crawl out o misery on the backs o
their victims. Te landscape o criminal power constantly shifs, street to street,
block to block, district to district, as the struggle or dominance rages on. Right
now in the city, several bloody conflicts consume the underworld:
In Crow’s Foot, a district ruled by violent gangs, the crime boss o the area
has been murdered, and it’s all-out war on the streets between the most likely
successors: the Crows, the Lampblacks, and the Red Sashes . Each action is
recruiting every scoundrel they can to fill out their ranks and seize control.
For more on this conflict, see page 204.
In Coalridge, a district dominated by actories and workhouses, groups o
laborers and indentured servants are rallying to orm a union to demand their
rights, while the overseers hire mercenaries to crush resistance with displays
o violence, and predatory opportunists swoop in to profit rom both sides.
At Charterhall University , a group o nearious students has established a
successul criminal operation rom within the school, drawing the attention
o other gangs who now see the halls o academia as a ripe target.
250
ACADEMIA
Some o the best educators in the empire are ound in Duskwall. From the high-
walled towers o Doskvol Academy to the stuffy classrooms o Charterhall University,
i there is a mystery to be solved, a philosophy to be explored, or a schematic to be
designed, some student o Doskvol is probably toiling to gain course credit or it. A
I
M
������� ������� E
D
A
Principally renowned or its services to the Church o the Ecstacy o the Flesh, C
the Academy campus in Whitecrown is broken into three colleges, each a pillar A
,
o understanding, representing the body, mind, and soul. D
L
R
College of Imperial Science O
Te school o magistrates and political scholars. Curricula include: Law, W
R
Economics, Iruvian studies, History o Unification, and Political Sciences. E
D
College of Naval Command N
Te chie training grounds or officers o both leviathan hunters and Imperial U
E
war ships. Curricula include: Naval Law, Void Sea Navigation, Ship Design and H
T
Operation, Fencing, Athletics, Astronomy, Alchemy, and Applied Mathematics.
College of Immortal Studies
Tis college started as a theology department, but now classes include: History,
Philosophy, Spectrology, Pre-Cataclysm Studies, Music, and Teater Studies.
����������� ����������
Charterhall University is a sprawling institution spread across Charterhall and
throughout Doskvol. Students enroll (ofen by taking loans rom sponsoring
merchants) to learn a trade and gain guild membership and status.
Jayan Hall of Alchemy
A trade school or state and private alchemy including void water filtration,
pharmaceutical manuacturing, and transmutation research. Admission and
graduation are bought and sold by city institutions and merchant enterprises.
Houses of Jurisprudence
Called Barrister Alley, this collection o homes and taverns are each dedicated
to a particular magistrate who teaches law to a small throng o students. Te
barristers are ofen in competition with each other over grant unds and wealthy
patronage. Tis has engendered a bitter rivalry between the houses.
Sparkwright ower
School o research and development sponsored by rival actions the Sparkwrights
and the Foundation. An exceptionally dangerous place due to their constant
work with electrosplamic energy and the massive turbines housed in the school.
Morlan Hall of Unnatural Philosophy
Te nexus o secret societies spawning rom the Path o Echoes, Forgotten Gods, and
the Ecstasy o the Flesh—each o which vie or primacy within the halls o academia
as well as carry on their own cult activities in secret. Classes include Spectral
Philosophy, Introduction to Modern Metaphysics, and Ethics in Demonology.
251
THE HAUNTED CITY
Te electroplasmic urnaces o Bellweather Crematorium burn night and day
to properly dispose o all corpses recovered by the Spirit Wardens. Te arcane
dissolution destroys the spirit utterly, removing its echo rom the ghost field and
neutralizing the threat rom a vengeul spirit.
Despite these efforts, however, there are still ghosts at large in Duskwall. Some
bodies aren’t ound and destroyed soon enough, allowing the ghost to rise ree
o its shell. Some spirits are intentionally removed beore the Wardens arrive, to
be sold on the black market or distilled into spirit essence.
Rogue spirits crave what all dead things crave: the sweet essence o lie. Some seek
it by pursuing what was lost when they died, mindlessly repeating meaningless
actions rom lie. Others lure the unwary into a cold, withering embrace. Te
most ancient spirits are said to have even more sinister ways o acquiring what
they desire.
Every citizen o Duskwall has had at least one harrowing encounter with a rogue
spirit, sometimes many more. Most spectral encounters in the city all into one
o five types:
E����� are “loops” o behavior captured in the ghost field, repeating over
and over. Tey have no will o their own, but are still dangerous because o
the electrical discharge o their plasmic orms. Tey sometimes spontaneously
maniest at the site o an extremely violent event, whether or not death was
involved.
S������� are malevolent spirits seeking to possess a victim to drain its essence
and to take vengeance upon those who they believe wronged them in lie.
H������ are non-human electroplasmic entities that live within the ghost
field. Tey’re very rare within the city, but are common in the deathlands
beyond the lightning barriers.
R��������� are ghosts that have stayed sane and do not crave lie essence or
vengeance as Specters do. Reconciled are extremely rare—some spectrologists
don’t believe they exist at all.
S����� W���� are rifs in the veil o reality where ghosts and other supernatural
beings congregate to draw energy. In ancient myth, a spawning ground or
demons.
Tese entities, while terriying and strange, are a act o lie in the dark world o
the Empire. Citizens still go about their business amidst supernatural horrors
everyday, clutching their spiritbane charms, mumbling a hal-remembered
invocation to a orgotten god, and never hesitating to call upon the services o
a proessional Whisper i the situation becomes dire.
252
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LANDMARKS DISTRICTS
� T�� V��� S��. During the cataclysm, B����������. Residences and markets or
the oceans turned to black ink. iny the armers who work the fields and eeleries.
points o light, arrayed like constellations o B����������. Te grand mansions and
stars, can be seen ar below the surace. Only luxury shops o the wealthy elite.
the bravest or most desperate o captains
C���������. A crowded district o
dare to sail beyond sight o land, into a
sea as black and dark as the sky above. Te tenements and stacked houses.
vengeul ghosts that plague the land tend C����������. Te city’s civic offices and
to shun the open ocean, but there are more the hub or shops, artisans, and commerce.
terrible things prowling the deeps. C��������. Te remnants o Doskvol’s
� T�� L��� D�������. A once wealthy original hilltop mining settlement, now
area, ravaged by plague then abandoned home to laborers and industrial actories.
to the deathlands when the second lightning C���’� F���. A cramped neighborhood
barrier was built. Contains many lost o multi-level streets, ruled by gangs.
treasures or the oolhardy to seek out.
T�� D����. Rough taverns, tattoo parlors,
� I������� P�����. A towering metal fighting pits, and warehouses.
ortress, where the worst (or most
D��������. A labor camp served by
unlucky) criminals are incarcerated. Many
convicts and a ghetto or the destitute poor.
are orced into labor in the Southern fields
and pit-mines o Dunslough. Te condemned N����������. Te trade center or exotic
are sent to scavenge in the deathlands. goods imported by rail. Many vendors also
trade in illicit goods.
� G����� R��� S������. Electro-rail
trains rom across the Imperium arrive S��������. Te “red lamp district” and
here daily with goods and passengers. artist community.
E������� � F����. About hal o S�� T�����. A ormerly rich district, now
� worn down and dilapidated.
Doskvol’s ood needs are met by imports;
the other hal is gathered locally rom W���������. Te sprawling estates o
eel arms, mushroom caverns, and crops the Lord Governor, Hunter Commander,
nurtured by wondrous radiant energy lamps. Master Warden, and Doskvol Academy.
� O�� N���� P���. Beore the deluge o Each district is detailed on the ollowing
the second century, the Dosk River delta pages.
was only a shallow bog surrounding a coal
mining settlement. Ships used the Old North
Port to dock and re-supply beore crossing
the open sea to Skovlan. Te obsolete port
was abandoned to the deathlands when the
second lightning barrier was built.
� T�� D���������. Beyond the
lightning barriers, the world is a
wasteland o petriied trees, ash, and
choking clouds o miasma. Restless ghosts
ceaselessly search or the aintest spark o
lie essence upon which to prey.
barrowcleft
Barrowclef is the home to the laborers and overseers o the Ministry o Preservation who
attend the radiant energy arms o Doskvol. It is a dusty, rural district, with simple wooden
buildings o only one or two stories and wide dirt roads to accommodate large cargo wagons.
Te armers o Barrowclef are organized into tight-knit amily-based clans that are proud o
their vital role in the city’s welare and hold themselves apart rom the “city olk” across the
river. Outsiders are welcome here or honest trade, but are met with a cold suspicion otherwise.
���������
� B����� B�����. One o several � B���������� M�����. Tis open-
residential bridges in the city. he air marketplace provides a place or the
bridge is lined with homes, shops, and radiant energy arms to sell resh produce and
merchant stalls. Families o river-fishers goods made rom their crops. Other related
work rom ramshackle wooden huts along vendors have also sprung up here, including
the banks on either side. Tey hunt the large brewers and distillers, weavers, dyers, and
and dangerous wild river eels that gather to goat breeders. Te tough and close-knit
eed on reuse near the channel to the sea. people o Barrowclef have managed to keep
criminal influence out o their market and it’s
� L�������� T����. Te lightning
amous as a rare place or air trade in the city.
towers o Doskvol are marvels o
electroplasmic engineering, requiring � R������ E����� F���. he
constant attention rom the powerul wondrous power o radiant energy
Sparkwrights guild. Te largest towers are allows crops to grow in the darkness o
over 200 eet tall and include their own Duskwall. Lie in the city depends upon
internal generators to provide power to the these arms, so their delicate radiant
lightning barrier that keeps the ravenous plants and irrigation systems are watched
spirits o the deathlands out o the city. constantly by specially appointed deputies
o the Watch.
256
DETAILS TRAITS
��������
C���� P�������. Te Head Overseer o Labor
or the Ministry o Preservation in Duskwall.
Manages the workers and ood allotments or
the city districts. (Calculating, Confident, Calm)
H����� V���. Matriarch o the oldest arm
amily. Te living embodiment o “tough but
air.” (Proud, Fierce, Suspicious)
M��� K���. A ormer smuggler who’s gone into
hiding among the arm laborers o Barrowclef.
(Quiet, Secretive, Patient )
�
�
�
brightstone
Brightstone is home to many o the wealthiest and most influential citizens o Doskvol. Its
streets are broad and paved, under bright electric lights; its canals are sparkling and clean,
with perumed water; its houses are all o fine, pale marble blocks, rich timbers, and intricate
intricate
ironworks. Tere are cultivated parks ed by radiant energy; lavish restaurants and caes;
jewelers,
jewelers, tailors,
tailors, and other
other luxury
luxury shops.
shops. Street-s
Street-side
ide vendors
vendors are orbidde
orbidden
n here,
here, resulti
resulting
ng in a
serene, spacious atmosphere, punctuated by the occasional carriage or marching Bluecoat patrol.
���������
� U���� P���. A grand park, ountain, � T�� S���������. Te chie cathedral
and roundabout eaturing an enormous dedicated to the Church o the Ecstasy o
monument commemorating Imperial the Flesh. It’s a towering edifice o buttresses
victory
victor y in the Unity War
War (or
( or the
t he War or and spires, originally commissioned by the
Skovlan Independence,
Independence, depending on who Emperor during his last visit to Doskvol
you talk to). nearly 500 years ago. Devotees gather
weekly to puriy themselves in baptismal
� S����� M�����. A curated open-
rites and through the ritual destruction o
air emporium overlooking the North
rogue spirits in electroplasm. Te catacombs
c atacombs
Hook channel. Named or its original
original use as
beneath contain the cremated ash o many
the primary marketplace
marketplace or silver traders,
amous and affluent citizens.
it’s now host to luxury goods vendors o all
sorts, including rare Iruvian silks, spices � B������ B�����. his massive
rom the Dagger Isles, horse-traders, structure o bright white stone and
carriage upholsterers, and rare alchemical shimmering metal-work is said to be the
distillations (including some illegal spirit largest bridge in the Imperium. Luxury
essences—to which the City Watch turns apartments and shops perch all along its
a blind eye). length rom Brightstone to Whitecrown.
258
DETAILS TRAITS
��������
L��� S���������. Operates one o the largest
leviathan hunter fleets, serves on the City Council
and is a high-ranking member o the secret
order within the Church o Ecstasy. (Secretive,
( Secretive,
Calculating, Arrogant )
C�������� B����� �. Chie Officer o the
B ������.
Watch in Brightstone. Bowmore’s amily financed
Bowmore Bridge centuries ago and now holds many
positions o power. (Proud,
(Proud, Principled, Connected )
R���� W���. An influential magistrate who
handles property, endowments, and financial
cases. Famous or his extravagant parties. ( Stylish,
Elitist, Shrewd )
�
charhollow
Tis crowded district is home to the bulk o the workorce
work orce o the city—servants, dockers,
dockers , sailors,
stockyard and eelery workers, cabbies, and so on. It’s cheap, noisy, cramped, and sweltering
rom cookfires
cookfires and
and hissin
hissingg steam-pipes
steam-pipes,, but
but there
there’’s a amilial
amilial camaraderie
camaraderie among
among its
its resident
residentss
that you won’t find anywhere else. Te people
peopl e o Charhollow are a true community, brought
together by circumstance, but bound by ties o mutual support and care in stark contrast to
the cutthroat ruthlessness that constitutes business as usual in the rest o the city.
���������
� T�� S�����. Washers, tailors, � C��������� M�����. A public
and seamstresses congregate in this market ills the open square here,
neighborhood, illing the alleyways offering air prices and decent goods to the
between the buildings with the billowing local community.
abrics o their trade. A secret association o
� K�����’�. One o the oldest pubs
anarchists among the working class meets
in the city, with a dizzying selection
here to plot their schemes or revolution.
o Skovlander ales and whiskeys. Rich
� S��������� H����. Te grand, and poor alike rub elbows here to enjoy
enced estate o the powerul Strangord the traditional ood and music with their
amily perches on the hill o a private island drinks, though
t hough recently,
recently, the pub has become
be come
overlooking Charhollow. Many who live in the target o masked anti-Skovlander
the district
distric t toil in Strangord’s
Strangord’s actories and bigots, who’ve vandalized the property
workhouses, and ew miss the chance to and assaulted some patrons, shouting “No
throw the evil eye in their direction when Skovs!” and “Skovs go home!”
they catch glimpse o their house on the hill.
260
DETAILS TRAITS
��������
H�����. A Skovlander reugee and ormer
soldier, now the leader o an anarchist
revolutionary movement, bent on orcing the
government to acknowledge Skovlander rights
in the Empire. (Brave,
(Brave, Compassionate, Wise)
Wise )
B�����. he owner o a merchant stall at
Charhollow market, cover or a network o
gossips, spies, and code-smiths among the
working class people
people o the district, selling their
services to those who need them. (Secretive,
( Secretive,
Sneaky, Cautious)
Cautious)
C�����. An ex-military Skovlander on the lam
or crimes against the empire. (
(ough, Reckless)
Reckless)
�
�
�
� �
charterhall
Charterhall is the site o the first major construction in the city, in the days beore the
cataclysm. Te old wall upon which was built the first lightning barrier in the Empire still
stands in partial ruin around the district. Te area is now home to the civic offices o the
government
government includi
including
ng the courts, licensing
licensing and taxation offices, banks, and records
records archive
archives.
s.
City officials and students at Charterhall University live here, along with the captains o
Imperial industry who preer to reside within sight o their ortunes.
���������
� C������ W���. Along the ruins � J���� P���. Te great alchemist or
o the old walls are a sprawl o artist whom this park is named contrived to
colonies. Bohemian lovers o music and ormulate soil and seeds that could produce
sculpture, these students are typically real, growing trees, without sunlight or radiant
patronized
patronized by a single individual or amily energy. Tey are horrifically toxic to all living
who expect their charges to master their things and must not be touched, but they still
craf and make art or their edification. grow beautiully here, over 100
10 0 years later.
� B���������� C����������. Te � C���������� U���������. A
site o the spirit bells and the rookery dozen buildings have been converted
or the deathseeker crows. Bodies recovered into classrooms and dormitories or the
by the Spirit Wardens are incinerated in students o this modest-seeming but
electroplasm here to destroy their ghosts. nevertheless prestigious institution. Te
school’s
school’s massive Sparkwright
Sparkwrig ht ower,
ower, where
� C���� S�����. he main avenue
experts o spark-craf are trained, looms
o the district is lined with imposing
huge over the district, ofen belching fire
governmental structures o all sorts, tucked
and smoke rom the more vigorous lessons.
behind iron ences, patrolled by a mix o
Bluecoats on the sidewalks and mounted
Imperial cavalry on the grounds.
262
DETAILS TRAITS
coalridge
Coalridge is home to most o the machinists, industrial laborers, and actories o the city. It’s
cramped, soot-choked, and loud—spewing dense clouds o black smoke, showers o sparks,
and burning cinders. Te old elevated train lines that once hauled coal now carry heavy
equipment and raw materials to and rom Gaddoc Station, though many o the ancient tracks
and cars have been abandoned to squatters who’ve converted them into makeshif homes.
���������
� C�������� M���. Te site o the first � T�� I��������. he Ironworks
permanent settlement at the river delta, is a sprawling collection o massive
the mine was originally built by the ancient industrial workhouses. Cruel oremen
Skov kingdom, who called it Doskovol — drive indentured laborers around the clock
literally, “Te Skov’s Coal.” Te mine still to keep up with the massive production
operates over 1000 years later, though demands to replace and refit leviathan
demand or coal has dropped sharply as hunter ships as well as the need or goods
the Imperium adopts electroplasmic power transported out to the Imperium at large.
more and more widely.
� B��������. Te most densely packed
� T�� O�� R��� Y���. Beore Gaddoc residential area in Duskwall. Brickston
Station was built, this industrial rail is a cramped jumble o multi-story brick
yard was a center or commerce in the city. row houses, stacked one atop the other.
Te Old Yard now serves only a couple Many o the toughest scoundrels o the
heavy cargo trains daily, with many o its underworld hail rom here, learning the
old rail cars rusted in place where they were harsh lessons o survival and gang lie
abandoned. within its dark maze.
264
DETAILS TRAITS
��������
M����� S����. A notorious actory oreman
known or excessive and cruel punishment. Many
attempts have been made on his lie, but all have
ailed. Some say he’s a devil. (Cold, Cruel, Sadistic)
B���� B�����. A Skovlander actory worker
gaining popularity as a union organizer. It’s only a
matter o time beore a actory boss tries to make
an example o her. (Charming, Confident, Bold )
H�����. A drug addict, Whisper, and all-
around weirdo who perches on roofops in the
district. Hopper claims to see “spirit train tracks”
stretching beyond the horizon. (Weird, Visionary )
�
�
�
�
crow’s foot
Crow’s Foot is a crossroads, merging many qualities o its neighboring districts: the illict vices
o Silkshore, the labor and trade o the Docks, the poverty o Charhollow, and the classic
architecture o Charterhall. Te district is a patchwork, both held together and threatened
to be torn apart by the menagerie o competing street gangs and Bluecoat squads that claim
every avenue and corner as territory in an endless tur war.
���������
� C���’� N���. An ancient tower rom � S��������� H����. he lost
beore the cataclysm that has been a children and unwanted orphans o
ritual sanctum, an astronomer’s laboratory, Crow’s Foot inevitably pass through the
and a Bluecoat watch post—beore its halls o Strathmill House. Some are cared
current role as the headquarters o the or and trained or jobs at the docks or the
district’s chie gang, the Crows. workhouses o Coalridge. Others are quietly
T���������. Hundreds o years ago,
instructed in the arts o the lookouts and
� runners used by the gangs o the district—all
one o the massive leviathan hunter
or a small ee to Strathmill House, o course.
ships was partially sunk in the river. Since
then, it’s collected an attendant flotilla o � R�� S��� S���� A������. Tis
tiny watercraf, all lashed together into large mansion has been converted into
a floating neighborhood. angletown is a training school or the Falling Star style
considered neutral ground among the street o Iruvian sword play. Te Red Sashes, an
gangs o Crow’s Foot, and no violence is Iruvian gang who run several luxury drug
allowed there. dens in the district, claim it as their HQ and
cover operation or their illicit operations.
266
DETAILS TRAITS
��������
S������� L������. Te senior Bluecoat
squad leader in the district, reporting to Captain
Dunvil. Lochlan is flexible and reasonable, taking
bribes and payoffs when she can; enorcing the
law and making examples when necessary.
(Shrewd, ough, Commanding )
L����, J��, M���, R���. Bluecoat constables;
run an extortion racket.
M����� G���. Owner and operator o the
Leaky Bucket public house. Mardin was the
leader o the Crows many years ago (beore
Roric and Lyssa) and now enjoys a comortable
retirement out o the scoundrel lie. (Charming,
Experienced, Respected )
� �
the docks
Te docks o Doskvol are ancient, going back to the days beore the cataclysm, when the area
was a colony town o the old Skov kingdom. oday, some commerce has shifed to the new
electro-rail lines o the Imperium, but the docks are still bustling with cargo haulers, fishing
boats, and the prestigious leviathan hunter ships that provide the raw material that keeps
the city running.
���������
� T�� N���� H��� C������. Tis � S�������’�. A squat stone building
grand, old-ashioned estate house that houses one o the more notorious
is headquarters or the oldest surviving private banks in Duskwall. Being so close
shipping and naval exploration enterprise in to the docks, Saltord’s has aced many
the Imperium. Te North Hook Company gangs o whiskey’d sailors that decided
has a massive fleet o trade ships and is to turn to robbery as a new line o work,
considered by many to be merely a private and deeated them all—sometimes even
ront or the Ministry o Preservation. No hanging the corpses rom their lamp-posts
one knows or sure, since enemies and rivals as discouragement to the next pack o
o the company (not to mention overly drunken ools.
curious journalists) tend to disappear.
� T�� M��������. A enced-off muddy
� I�� L���. Tis twisting back-street is field, dotted with rusting animal pens,
home to many o the city’s tattooists as water tanks, and gaudy signage. Sailors
well as several newspapers—who all share traditionally drop off any curious creatures
the cost o their inks in bulk. A fine place they pick up in their travels, which Captain
or gossip and rumors o all kinds. Rye, the strange proprietor, incorporates
into his makeshif zoological displays.
268
DETAILS TRAITS
��������
C���� H�����. One o the most influential
senior Dockers. Helker has a lot o sway at the
docks, and i you cross him, you might find your
cargo tossed into the drink—and possibly you
along with it. (Cautious, Greedy )
T���. A legendary tattooist who only inks those
that have looked upon a leviathan and lived to
tell the tale. Getting a tattoo rom ris is a rite o
passage or everyone who hunts the demons o
the Void Sea. ( Artistic, Popular, Insightul )
�
� �
dunslough
Dunslough is a ghetto or the destitute poor o the city, as well as the site o Ironhook Prison
and its labor camp. Originally, the ghetto was a neighborhood or amilies o prisoners, but
over the years, extreme poverty and neglect have worn it down into a sodden ruin. A vicious
cycle plays out here: crime driven by desperation, then arrest, incarceration, and release back
to Dunslough—giving Ironhook an endless supply o laborers to exploit.
���������
� I������� P�����. A towering metal � D�������� G�����. he most
ortress, where the worst (or most destitute o the city end up in
unlucky) criminals are incarcerated. Te Dunslough, working the Mire or a pittance
poorest are orced to work at Dunvil Labor just to buy their daily bread. Te city counts
Camp. Te most well-connected prisoners the space as “runoff ” or the prison grounds,
manage a comortable stay, and may even and does nothing to maintain it.
continue to run their criminal enterprises
� T�� M���. A massive mud-quarry
rom behind bars.
pit, the Mire is the site o the impact
� D����� L���� C���. Poor prisoners o an ancient celestial body, which lef
who can’t afford to bribe the staff at behind a variety o precious ores and jewels
Ironhook spend most o their days toiling at embedded in the earth.
Dunvil Labor Camp, loading precious ores
onto barges or the rail station and breaking
the larger rocks hauled rom the Mire.
270
DETAILS TRAITS
��������
M����� K������. An unsavory, greasy-haired,
scarecrow o a man who runs the snarling pack
o vicious dogs used by Ironhook to track down
escapees and sniff out contraband and tunnels. His
dog-handlers can be ound around the labor camp
and all about Dunslough, using their status with the
prison or avors and bribes. (Cruel, Greedy, Ruthless)
V�����. A deathlands scavenger that survived
six runs and was pardoned. She knows the
landscape beyond the barrier very well—but
ew can make sense o her haunted mumblings.
(Haunted, Wise)
�
�
�
nightmarket
Nightmarket is a district dominated by commerce. Situated near Gaddoc Rail Station, Nightmarket
receives the bulk o salable goods rom the cargo trains that travel across the Imperium, bringing
the exotic and rare to Duskwall. Te citizens that call Nightmarket home constitute a new class
o “elites”—wealthy people who are not o noble descent but nevertheless claim land, status, and
power without titles. Te district has been taken over by new construction, introducing lavish
private townhouses with all o the modern advances or the elites that can afford them.
���������
� T�� V���. A luxurious social club � V����’� H���� R����. Te racing
known or its conidentiality and o specially bred hounds is currently
permissive policies regarding guests o in vogue among Doskvol’s upper crust.
arcane or unusual origins. Rolan Volaris, A con man rom the Dagger Isles calling
the proprietor and host, is a ycherosi with himsel “Master Vreen” swindled a small
an extremely unusual maniestation o his ortune rom gullible investors to create
demonic blood: rather than legs, he has the “the premier hound racing track in the
body o a serpent rom the waist down... Imperium.” Te investors have yet to see
or so people say. Volaris is rarely seen in any returns, but Vreen assures them that a
person. great windall is due any day now.
� D�������� � S���. Considered � T�� D����’� T����. A tavern known
by many to be the oremost tailor or its “secret” menu o alchemical
in Duskwall. Te Dundridge amily has concoctions. Adventurous psychonauts
provided the finest clothes and sartorial may experiment with all manner o mind-
accoutrements to discerning citizens or altering (or spirit-altering) substances in
over 300 years. Despite their legendary the relative saety o Mistress Kember’s
reputation, Dundridge’s prices are very comortable establishment.
reasonable.
272
DETAILS TRAITS
��������
J���. A dealer o fine weapons rom the Dagger
Isles. Greatly respected by many street toughs in
the Dusk—a “jira blade” is a status symbol that
many aspire to. (Bold, ough)
L������. A purveyor o personal luxuries
(soaps, hair oils, perume, fine silks) who dabbles
in ortune telling. Some say that her drowned
lover is a ghost that whispers secrets in her ear.
(Shrewd, ough, Commanding )
M�����. A strange merchant that hides its true
appearance beneath many layers o robes and
hoods. Also ences occult and arcane stolen goods,
no questions asked. (Secretive, Insightul, Arcane)
�
silkshore
Criss-crossed by dozens o narrow canals, Silkshore is a district best navigated by gondola,
as most visitors to this “red lamp district” do. Te brothels, vice dens, ood stalls, and exotic
shops all perch at the waterside, ready to satisy the appetites o their clientele, no questions
asked. Silkshore is a place o public indulgence and private indelicacy, catering to every
pleasure imaginable—as well as some that strain the bounds o antasy.
���������
� T�� S���� G������. Beneath the � F�������. A high, peaked hilltop
crackling flares o a lightning tower, crowded with rowhouses jammed
this open field draws crowds to watch the within the maze o narrow stairways
death-deying stunts o acrobats and circus that constitute its “streets.” A bohemian
perormers, including the notorious “spark community o artists, ree-thinkers,
flyers” who soar in manned kites adorned psychedelic explorers, and philosophers.
with bits o metal to attract arcs o electricity
rom the barrier in a pyrotechnic display. � A������� P���. Tis extravagantly
landscaped space is the largest open
� T�� E���. Te northern part o the area in the city, hosting many public
district is more easily navigated by estivals and events throughout the year.
gondola than by coach, and the dozens o Te Iruvian noble or whom the park is
entryways into the canals are flanked by named keeps a alcon aviary and stable
shops and brothels advertising their wares o fine horses at the park and sometimes
with colored electric lights and lying organizes gamehawking or the nobility.
banners.
274
DETAILS TRAITS
��������
L�����. A medium who invites clients to bring
ghosts in bottles to possess her so they can share a
ew final words beore the ghost is “reed” (Levyra
hands it off to the waiting Spirit Wardens nearby).
H�����. Te elegant and mysterious proprietor
o the Silver Stag Casino. People say she would
have been a queen o Severos had she lived in the
old days beore the Empire.
M����� T������. Operates the Red Lamp
brothel, the oldest and most respected institution
o its sort in the city.
�
�
six towers
Tis ormerly prestigious district has aded over the centuries into a pale shadow o what it once
was. Te eponymous six towers were originally the grand residences o Doskvol’s first noble
amilies. All but two (Bowmore House and Rowan House) have been sold off and converted
into cheap apartments or allen into ruin and abandoned. Te district has an empty, haunted
eel, with many sprawling old buildings dark without power, broad stone streets cracked and
buckled, and the fires o squatters crackling rom overgrown lots.
���������
� R���� H����. One o the last o � S������� M����. Te Scurlock
the original six towers, this antique amily came to Duskwall centuries ago
building resembles an ancient castle and was once a great orce in the city, beore
rom history books, complete with moat, some curse or calamity beell their line. Tis
draw-bridge, and arrow-slit windows. Te tumble-down manor house and tangle o
powerul Rowan amily rules their holdings vines is all that remains o their original
rom within the ortress, rarely venturing ortune. It’s said that a young nephew or
beyond the security o its thick stone walls. cousin still resides there, but Lord Scurlock
himsel has moved on to finer abodes.
� M�������� P���. Tis dark and
overgrown space overlooks the eastern � A��� �� ��� W������ L���. Tis
branch o the river Dosk and the deathlands grand building, ormerly an opera
beyond. In old olk ballads, young lovers house, is now a soup-kitchen and bunkhouse
who could not be together would commit or the destitute, run by the charity o the
suicide in this park. Whatever the truth o Weeping Lady. Locals use this landmark as
it, the park is certainly haunted now. the demarcation between the districts o
Charterhall and Six owers.
276
DETAILS TRAITS
��������
M����� N����. Runs the Arms o the Weeping
Lady charity house. (Kind, Patient )
C��� R������. One o the best cooks in the
city, still operating the legendary Golden Plum
restaurant—worth the trip into the haunted
streets o Six owers. (Creative, Insightul,
Friendly )
F����. A spirit trafficker who trades out o a
condemned manor house. (Weird, Calculating,
Suspicious)
�
whitecrown
Whitecrown sits atop a grand peak on the island across North Hook channel rom the city
proper. From this lofy height, the Lord Governor’s stronghold oversees all, flanked by the
grand estates o the most powerul nobility and the extravagantly appointed campus o Doskvol
Academy. Whitecrown is a rich and rarefied world unto itsel—most citizens live out their
entire lives in the city without ever once crossing the bridge to the glittering spires o wealth
and power there.
���������
� L��� G�������’� S���������. � M����� W�����’� E�����. Tis
Te Emperor originally commissioned gigantic, ortified manor is home to
this stronghold as a garrison or the the Commander o the Spirit Wardens
Imperial Military stationed at North Hook and is their primary training acility. It’s
prior to the invasion o Skovlan. It now said that some spirits are not destroyed at
houses the Lord Governor, their amily, Bellweather—but are brought here instead
and governmental aides as well. or some unknown purpose.
� D������ A������. Hailed as one � N���� H��� L���������. Tis
o the finer institutions o learning ancient structure has been converted
in the Empire, the school is most well- into an electro-plasmic apparatus capable o
known as the instructional acility or the providing a navigation beacon or hundreds
leviathan hunter captains and their senior o miles into the darkness o the Void Sea
officers. raining cruises or new recruits around Duskwall.
are conducted year-round to replace the
poor souls lost in the hunts.
278
DETAILS TRAITS
��������
M������ H�������. Senior composer and
conductor o the Spiregarden Teater, premiere
perormance venue or the elite o the city.
(Sincere, Dramatic)
L��� F�����. Regarded by some as the finest
sommelier in the Empire. She serves only the
most deserving at the Emperor’s Cask. (Erudite,
Cultured, Charming )
OVERHEARD IN DUSKWALL
“Lyssa did it with her own hands, they say. “Looks like a regular tattoo to me.”
Eye to eye, cold as can be.” “Naaaaw, see how the crab’s claw wriggles?
“I she stuck her own boss she’s a dirty scuttler,” Ink’s laced with demon blood.”
(spits)”...but not one I’ll cross any time soon.” “Sure, and I’m the Weepin’ Lady.”
“Oh, you’ll see. Once it sets in...”
“I heard that new Inspector used to be a
captain in the Imperial Cavalry...” “He threatened you? What, with a blade?”
“I guess snoopin’ crooks in the Dusk beats “Oh, no, Warden sir, nothin’ plain like that, or
riding down devils in the deathlands, eh?” I wouldn’t have summoned yeh. He, well... it
was awul strange. He spoke in my Rickard’s
“Red milk, I call it. Y’take scarlet toad venom, voice, sir.”
distill it pure—a method whispered to me “He threatened you with a stage trick?”
by a demon, hahaha!—cut it with a vesch o “Not a trick sir! Rickard’s own voice! Such
ractionated spirit essence, the best memories awul things he said, too.”
o ormer lie—dam’t hard to get—but i y’got (sighs) “Hardly a crime, madame.”
some, even a dram...” “But Rickard’s dead these seven years, sir!
“Yes, yes... as I said, Lord Scurlock has...” Never made it over rom Skovlan. How could
“Highest high silver can buy—lord, lad, or this Lampblack scuttler have his voice?”
lady.”
“Tat wretch, Rowley. Tat... thing is twisted.
“Ya see, there are two types in this world. Me, I was walking late the other night and can
an’ doffing idiots.” swear I saw him surrounded by a damn horde
o dregs like him. And they were pleading
allegiance like he was the dammed king o the
“You punched a guy out o his pants!”
alleys. It was the mockery o a court, with a
“Tey were kinda loose, I guess. Boots came
throne and everything. He... it’s gathering an
off, too. Ten his pregnant wie came at me.
army, I tell you.”
What are you supposed to do about that?”
280
rumors on the street Weekly, or whenever you need one
Someone is trying to organize a union Te Ministry o Preservation is taking control
� OR
or Canal Dockers. o the Gondoliers.
Te Path o Echoes will buy inhabited A leviathan hunter ship returned to port, no
� OR
spirit bottles, no questions asked. crew living, carrying a demon.
Tere’s a Bluecoat constable that takes A corrupt magistrate is seeking secret passage
� OR
bribes to rame targets or crimes. out o the city ahead o charges.
Te streetwalkers and pleasure houses Te Church o the Ecstacy o the Flesh is
� OR
are infiltrated by rogue spirits. seeking a new Apex.
Te new drug, Lure, is made rom leviathan Te Spirit Wardens are stockpiling
� OR
blood and turns people into demons. electroplasm, expecting a shortage soon.
All the well-to-dos are buying urner’s Te vault at Charterhall Bank was ransacked,
� OR
new locks—said to be impossible to crack. but they’re covering it up.
Political Supernatural
� Crime Spree Prison Break Diplomacy Cult Gatherings
Upheaval Weather
281
FACTIONS OF DOSKVOL
282
factions
Each action o Duskwall is briefly described below, with detailed entries ollowing
or the criminal underworld and the other most significant actions o the city.
T�� B�������� (��): A tough gang o their messages or the identities o their
thugs wielding hatchets and meat hooks. clients—or so they claim.
T�� B������ (��): Te fire-fighters D��������� S��������� (��):
o the city. Beloved or their lie-saving Convicts rom Ironhook and desperate
S
heroism, or reviled or their looting and reelancers who roam the wasteland N
extortion rackets. Also known as “Sallies” beyond the lightning barriers. O
I
T
(rom “salamanders,” their ancient name). T�� D����� S������ (��): House- C
A
F
B�������� (���): Te City Watch o bound recluses with an occult reputation.
Duskwall, tasked with upholding the law.
D������ (���): Te hard-bitten laborers
Known as the meanest gang in the city.
who work the docks.
Corrupt, violent, and cruel.
T�� F�� H����� (�): A crew o rough
C������ (��): Te public coach operators.
smugglers looking or a patron.
Tey also breed the large Akorosian goats
used to pull the carriages. An impressive T�� F�������� G��� (���): Cults
gossip network. that attempt to ollow the old ways rom
beore the cataclysm, doing the bidding o
T�� C����� �� ��� E������ �� ���
demons and darker things. Tere are many
F���� (��): Te “state religion,” i there
cults, who rarely organize together. An
is such a thing. Tey honor the lie o
individual cult is usually ier I or ier II.
the body and abhor the corrupted spirit
world. Essentially a secret society. T�� F��������� (��): Te powerul
ancient order o architects and builders.
T�� C����� �� F���� (���): A secret
Many o their enemies have disappeared
society o antiquarians and scholars; cover
behind the brick and mortar o Doskvol.
or extortion, graf, vice, and murder.
G��������� (���): Te guild o canal boat
C��������: Te ordinary citizens o a
operators. Venerated by ancient tradition.
district can be represented by a action, i
Said to know occult secrets (many things
you want to track status with them in the
are submerged in the Dusk).
game. Te GM will set their ier according
to the wealth and power o the citizens in T�� G��� C����� (��): Former
that district (Whitecrown might be ier Bluecoats who turned to crime.
V, Te Docks ier II, Charhollow ier 0). T�� G������� (��): A vicious gang
C��� C������ (�): Te elite noble rulers o ormer dockers and leviathan blood
o the city government. refinery workers rom Skovlan.
T�� C���� (��): An old gang with new T�� H��� (��): A guild o merchants
leadership. Known or running illegal who secretly trade in contraband. Named
games o chance and extortion rackets. or their symbol, a golden bee.
C������ (��): Te messenger guild o T�� H���� (���): A mass o hollows, all
the city. Cyphers swear sacred oaths o united in some ell purpose, controlled by
secrecy—never revealing the contents o an unknown power.
283
I������� M������� (��): Te armed R��� J���� (��): Te men and women
orces o the Imperium stationed in who protect the electro-trains o the
Doskvol. Garrisons are posted at Gaddoc Imperium rom the savage spirits o the
Rail Station, aboard the naval destroyer deathlands. Have recently been making
Paragon, and at the Lord Governor’s noises about orming a union.
stronghold (about 250 troops in total). T�� R��������� (���): An association
I�� R���� (��): Te journalists, muck- o spirits who have not gone eral with the
rakers, and newspaper publishers o passage o time.
Doskvol. T�� R�� S����� (��): Originally
I��������� (���): he criminal an Iruvian school o swordsmanship,
investigators o the City Watch. Tey have expanded into criminal endeavors.
a reputation or ethics and integrity (no S������ (���): Te captains and crews
one likes them). Tey present evidence or merchant and Imperial Navy ships.
or prosecutions to the city magistrates.
T�� S����� N���� (���): A company
I������� P����� (��): Where many o Severosi mercenaries turned to crime
scoundrels spend the bulk o their lives. when the war or Skovlan Unity ended.
Several criminal organizations are run by Renowned ghost killers.
convicts inside its walls.
S��������� R������� (���):
T�� L��������� (��): Te ormer Desperate survivors o the Unity War,
lamp-lighter guild, turned to crime when orced to criminal opportunities when
their services were replaced by electric denied all others.
lights.
S����������� (��): Te engineers
L�������� H������ (�): Te daring who maintain the lightning barriers.
captains and crews that grapple with titanic Also pioneers o new technology, ofen
demons o the Void Sea to drain their indulging in dangerous research.
blood or processing into electroplasm.
S����� W������ (��): Te bronze-
L��� S������� (���): An ancient masked hunters who destroy rogue spirits.
noble, said to be immortal, like the Also run Bellweather Crematorium
Emperor. Possibly a vampire. Obsessed and research artiacts scavenged in the
with arcane secrets. deathlands. Membership is secret.
T�� L��� (�): A group o street-toughs U�� I������� (�): A brutal Skovlander,
and ex-soldiers dedicated to protecting newly arrived in Doskvol, ighting
the downtrodden and the hopeless. everyone or tur.
M������� �� P����������� (�): Te T�� U����� (��): An insidious criminal
governmental body o the Imperium that enterprise with secret membership.
oversees all transportation between cities Tought to pull the strings o the entire
and the disbursement o ood and other underworld.
vital resources.
T�� W������ L��� (��): A charity and
T�� P��� �� E����� (���): A mystery pseudo-religion, honoring the first Lord
cult that borders on open rebellion against Governor o Doskvol, Lady Devera, said
spirit laws. Tey revere the ancients, and to be a champion o the poor.
seek to gain knowledge rom the past—
including consorting with ghosts. T�� W������ (��): A mysterious crew
o masked thieves and spies.
284
THE BILLHOOKS TIER II FACTION CLOCK
���: A butcher shop (HQ), stockyard, and slaughterhouse. Animal fighting pits
and gambling dens. Several terrified merchants and businesses, which they extort.
NPC�: arvul (leader, serving lie in prison, savage, arrogant, amily man).
Erin (captain, arvul’s sister, confident, deadly, ambitious). Coran (thug, arvul’s
son, fierce, loyal, quiet ). S
N
N������ A�����: A large gang o bloodthirsty butchers. A pack o death-dogs. O
I
T
Q�����: Te Billhooks have a bloody reputation, ofen leaving the butchered corpses C
o their victims strewn about in a grisly display. Many wonder why the Bluecoats turn A
F
a blind eye to their savagery.
A�����: Te Bluecoats, Ministry o Preservation.
E������: Ul Ironborn, Te Lost, Citizenry o Crow’s Foot and the Docks.
S�������� : Erin and Coran both want to take control o the Billhooks gang, either
when arvul gets too old (which will be soon) or by taking the position by orce.
Tere is no love lost between Erin and Corran and they’ll have no qualms about
fighting a amily member or leadership. Meanwhile, the rest o the gang wants to
continue their reign o terror to pressure a magistrate to pardon arvul and other
gang members and release them rom Ironhook.
���: Te Bluecoats claim the whole city as their tur, but find their influence
severely limited in Whitecrown, where the Imperial Military garrison holds sway
under command o the Lord Governor.
NPC�: Commander Clelland (chie commissioner o the City Watch, corrupt, cruel,
arrogant ). Captain Michter (chie instructor, ambitious, fierce, confident ). Captain
Vale (quartermaster, loyal, insightul, quiet ).
N������ A�����: Many large gangs o vicious thugs in uniorm. Armored coaches
and canal patrol boats. Public punishment sites (pillories, stocks, hanging cages).
Q�����: Te Bluecoats are divided into companies by district, and they have fierce
rivalries, encouraged by their superiors—ofen good-natured, but sometimes violent.
A�����: Te City Council, Te Billhooks, Te Crows, Ironhook Prison, Lord Scurlock,
Te Unseen.
E������: Imperial Military, many criminal organizations.
S��������: Te Bluecoats have become jealous o the elite hardware and vehicles
used by the Imperial Military. Tey want to refit their watch-guards in heavy armor
and weapons, to better strike ear into those they prey upon.
285
THE CHURCH OF ECSTASY TIER IV FACTION CLOCKS
Te “state religion” honors the lie o the Unlock the secret o ascension ��
body and abhors the corrupted spirit
world. Essentially a secret society. Eliminate the Reconciled ��
286
CITY COUNCIL TIER V FACTION CLOCKS
he elite nobility who run the city Strangord is removed rom council �
government, its treasury, magistrates, and
public works. Strangord eliminates threats �
���: Te city council chambers are in Charterhall, along with the attendant
government offices and impregnable city treasury vaults. Te council also holds
ownership o all public spaces in the city, including streets, docks, and waterways.
NPC�: Te scions o the six most powerul noble amilies in Doskvol, currently:
Bowmore, Clelland, Dunvil, Penderyn, Rowan, and Strangford . S
N
N������ A�����: A massive treasury o coin and valuable goods. Many officials, O
I
barristers, clerks, and officials. Te public coaches operated by the Cabbies. T
C
Q�����: Te members o the Council are all high-ranking adepts in the Church o A
F
the Ecstasy o the Flesh. Some o them are also secretly initiates in the Path o Echoes.
A�����: Bluecoats, Te Church o Ecstasy, Te Circle o Flame, Lord Sc urlock, Te
Brigade, Cabbies, Sparkwrights, Te Foundation.
E������: Imperial Military, Inspectors, Ministry o Preservation, Te Reconciled.
S��������: Tree o the councilors (Bowmore, Clelland, Rowan) have aligned against
Strangord and are maneuvering to remove the house rom the council. Dunvil and
Penderyn have not taken sides so ar. Can the conspirators arrange or the necessary
scandal, ramed crime, or assassinations to remove Strangord? Or can Strangord
House stand against them and eliminate the threats?
An old gang with new leadership. Known Reestablish control o Crow’s Foot �
or running illegal games o chance and
extortion rackets. Rise in ier �
���: Claims all o Crow’s Foot as their tur. Everyone in the district pays up the
chain to them. HQ in an abandoned City Watch tower. Operates gambling dens in
Crow’s Foot and extortion rackets at the Docks.
NPC�: Lyssa (leader, brash, killer, noble amily ). Bell (second-in-command, loyal ).
N������ A�����: A veteran gang o thugs and killers. A number o small boats.
A ortified HQ.
Q�����: Roric’s body was lost during his murder (it ell into a canal). His vengeul
ghost is now at large in the city.
A�����: Te Bluecoats, Sailors, Te Lost, Citizens o Crow’s Foot.
E������: Te Hive, Inspectors, Dockers.
S�������� : Lyssa murdered the ormer boss o the Crows, Roric. She is a earsome
killer, and ew want to cross her, but her position as leader o the Crows is uncertain.
Some were very loyal to Roric. As the power-play continues, the Crows’ hold on the
district just might slip away.
287
DEATHLANDS SCAVENGERS TIER II FACTION CLOCK
���: A ew precious hold-asts in the deathlands, secured by ancient rites against
spirits. Hunting grounds to eed on the ew strange animals that survived the cataclysm.
NPC�: Lady Torn (leader, haunted, brave, caring ). Richter (hunter, patient, quiet,
deadly ).
N������ A�����: Generators, lightning hooks, gas-masks, air tanks, and other
essentials o deathlands survival. A secret ancient book o ritual sorcery.
Q�����: Possession is a common hazard, and scavengers either learn to deal with
it, or go mad and vanish into the darkness o the wastes. Tose still in Lady Torn’s
company have adapted well and suffer only minimal ill effects rom possession.
A�����: Forgotten Gods, Gondoliers, Spirit Wardens.
E������: Ironhook Prison.
S�������� : Condemned prisoners are sometimes given “mercy” and sent into the
deathlands rather than being executed at Ironhook. A ew survive, thanks to Lady
Torn and her deathlands scavengers, who take them in and train them in the ways o
deathlands hunting and survival. Te scavengers hunt or lost artiacts and treasures
in the wastes, to sell or trade in the city, sometimes or enough to buy a pardon and
return to lie within the barriers once again.
���: Fine old manor house and grounds (HQ), as well as the ancient temple ruin
and subterranean canal beneath. Apothecaries and witches in their service.
NPC�: Tere is no single leader o the Sisters; their true names are not known. Roslyn
(servant, patient, loyal, arcane) deals with contacts outside the house. Irelen (spark-
craf tinkerer, loyal, enigmatic, obsessive).
N������ A�����: A private electroplasmic generator, lightning barriers, and spirit
containment vessels. Many spirits bound to service.
Q�����: Te precise number o sisters is unknown. Some say they are an ancient
amily o possessing spirits. Others say they are vampires. Everyone knows that i
you go into their house, you never come out again.
A�����: Te Forgotten Gods, Te Foundation.
E������: Spirit Wardens, Te Reconciled.
S��������: Te Sisters have been slowly and secretly consolidating the trade o
captured spirits and spirit essences in Doskvol or several decades. Only a ew
remaining rivals stand between them and domination o the market. Do they have
an ulterior motive or acquiring so many spirits and essences, or is this purely a
matter o wealth and power?
288
THE FOG HOUNDS TIER I FACTION CLOCKS
���: Underground canal dock (HQ). North and East city canal routes. Northern
Void Sea routes. Old North Port supply caches.
NPC�: Margette Vale (leader, quiet, cold, earless). Bear (second, fierce, moody, brash).
Goldie (navigator, calculating, patient, confident ).
N������ A�����: Medium steamship, Fog Hound . A crew o hard-bitten, tough, S
N
expert sailors—all ormer Void Sea transport haulers (put out o work by the new O
I
cargo rail lines), well-worn rom years o harrowing work. A wide array o Imperial T
C
transport and cargo documents, some orged, some legit. A
F
Q�����: As veterans o many cruises on the Void Sea, Vale and her crew can be
insular and clannish, and have a low initial opinion o anyone who hasn’t proven
themselves in a similar way. Once won, however, their loyalty is rock solid and fierce.
A�����: Dockers, Te Lampblacks.
E������: Bluecoats (canal patrol), Te Vultures (rival smuggling outfit, ier I).
S�������� : Vale and her crew have mastered the Northern smuggling routes in and
out o Duskwall. Tey’re currently attempting to absorb or eliminate the ew remaining
rivals on their territory and then establish reliable, regular work with a patron who
needs a steady stream o contraband.
���: Te canals o Doskvol. Even the Bluecoats’ canal patrol pays respect to them.
NPC�: Eisele (leader, serene, knowledgeable, earless). Griggs (chie Whisper, strange,
ruthless, haunted ).
N������ A�����: Fleet o gondolas and other water-craf. Map o known spirit wells
and arcane sites across the city. A dedicated cohort o Adepts.
Q�����: Initiation into the Gondoliers grants the Whisper’s C����� special ability.
A�����: Te Lampblacks, Citizenry o all districts.
E������: Te Red Sashes, Spirit Wardens.
S�������� : Killers have disposed o bodies in the canals o Doskvol or centuries.
Te vengeul ghosts that rise rom the corpses are a serious threat—a threat dealt
with by the Gondoliers since ancient times. Beore the Spirit Wardens were created by
the Emperor, the Gondoliers protected citizens rom rogue spirits and supernatural
dangers o all kinds. Te Gondoliers are beloved by most citizens, who preer to go
to them with “weird problems” rather that relying on the ruthless and indiscriminate
judgment o the Spirit Wardens. A sudden influx o ritually disfigured hollows dumped
in the canals has sparked investigation by the Gondoliers (the Spirit Wardens are
pointedly ignoring the situation).
289
THE GRAY CLOAKS TIER II FACTION CLOCKS
A crew o ormer Bluecoats turned to crime Secure Six owers as their tur �
afer being ramed and expelled rom the
City Watch. Avenge their expulsion �
A vicious gang o ormer dockers and Raise a crew, steal a war ship ��
leviathan blood refinery workers.
Fill war treasury ��
290
THE HIVE TIER IV FACTION CLOCKS
���: Many shops, taverns, caes, warehouses, and other mercantile establishments
all across the city. No centralized HQ.
NPC�: Djera Maha (leader, bold, strategic, confident ). Karth Orris (mercenary
commander, ruthless, insightul, jealous).
N������ A�����: A massive treasury. Elite mercenaries on retainer. A fleet o S
N
transport ships, carriages, wagons, and private trains. O
I
T
Q����� : Te Hive is known to avoid doing business with any occult or arcane groups. C
Te Church o Ecstasy is popular among Hive members, who reject the superstitions A
F
and weird practices o the past.
A�����: Ministry o Preservation, Dagger Isles Consulate.
E������: Te Circle o Flame, Te Unseen, Te Crows, Te Wraiths.
S��������: Djera Maha grew up as an urchin in the Dagger Isles. She learned all the
secrets o vice and smuggling as she worked her way up the ranks o every gang along
the trade routes to Doskvol. Having built up her acquisition and distribution network
in the city (as well as within the Ministry o Preservation) she is poised to take over all
o the contraband markets. Maha had a close relationship (some say romantic) with the
leader o the Crows, Roric, who was recently murdered by his second-in-command.
���: HQ in the office o a coal warehouse. Operates a handul o brothels and cheap
drug dens across Crow’s Foot.
NPC�: Bazso Baz (leader, charming, open, ruthless, whiskey connoisseur ). Pickett
(second, shrewd, conniving, suspicious). Henner (thug, loyal, reckless).
N������ A�����: A earsome gang o leg-breakers and mayhem-makers. A number
o smugglers on the payroll who run their drugs.
Q�����: Bazso Baz is a member o a secret society (orgotten gods cult, “Te Empty
Vessel”) and sometimes puts the needs o that group ahead o the well-being o his
gang.
A�����: Te Fog Hounds, Gondoliers, Ironhook Prison.
E������: Te Red Sashes, Te Bluecoats, Cabbies.
S�������� : Te Lampblacks and the Red Sashes are at war over tur and vengeance
or deaths on both sides. Bazso Baz is recruiting every ree blade in the district or
extra muscle and doesn’t take no or an answer. You’re either with them or against
them. Te Lampblacks are not particularly well-connected politically, but are akin
to olk-heroes among the working class, who see them as “lovable rogues” standing
up to the powers-that-be.
291
LEVIATHAN HUNTERS TIER V FACTION CLOCKS
Te captains and crews that grapple with Discover new hunting grounds ��
titanic demons o the Void Sea to drain
their blood or processing into electroplasm. Surplus runs dry ��
���: Te massive metal docks or the huge hunter ships and the associated
construction and repair acilities. Several small private leviathan blood processing
acilities or the captains’ personal shares.
NPC�: Lord Strangford (captain, ruthless, arrogant, tainted ). Lady Clave (captain,
daring, cruel, accomplished ). Lady Ankhayat (Iruvian captain, confident, charming,
scoundrel ).
N������ A�����: Te leviathan hunter fleet (each vessel is owned by the noble house
who built and commands it). Many cohorts o expert sailors, as well as spark-craf
technicians, demonologist Whispers, and void-touched navigators. Companies o
marines to protect the vessels and their valuable cargo at sea and in port.
A�����: City Council, Te Church o Ecstasy, Sailors, Dockers, Sparkwrights.
E������: Te Grinders, Ministry o Preservation, Te Path o Echoes.
S��������: Te captains have a horrible secret: the known hunting grounds or
leviathans are coming up barren. Te immortal creatures, once so reliable in their
movements in the Void Sea, have begun to migrate elsewhere. New hunting grounds
must be ound beore the surplus o leviathan blood disappears, and with it, the
lightning barriers and the survival o the human race.
292
MINISTRY OF PRESERVATION TIER V FACTION CLOCK
���: Te electro-rail train lines o the Imperium. Radiant energy arms, eeleries,
and other ood-growing enterprises throughout the city.
NPC�: Lord Dalmore (executive officer in Doskvol, commanding, intelligent ).
Lady Slane (chie o operations, insightul, subtle, effective). Captain Lannock
(mercenary commander, shrewd, ruthless). S
N
N������ A�����: A fleet o cargo ships and their armed escorts. A significant O
I
treasury rom taxation and transportation licensing. Te Rail Jacks who work the T
C
train lines. A private mercenary company that answers only to the ministry itsel. A
F
A�����: Te Billhooks, Imperial Military, Rail Jacks, Sparkwrights.
E������: Leviathan Hunters.
S�������� : Te Ministry leadership believes that the leviathan hunters are too vital
to the public well-being to be controlled by the bickering noble houses, vulnerable
to their petty rivalries and vendettas. Agents within the ministry have been tasked
with a variety o espionage, sabotage, and political actions to ultimately seize control
o the hunters and bring them into Ministry control.
An association o ancient spirits who have Infiltrate the City Council �
not gone eral with the passage o time.
Infiltrate the Church o Ecstasy �
���: None.
NPC�: Te Reconciled have possessed several important citizens in Doskvol. Teir
exact membership is not known.
N������ A�����: Several secret and hidden spirit wells across the city and in the
deathlands, which give the Reconciled the arcane energy they need to survive.
Q�����: Te spirits o the Reconciled do not lose their minds or become obsessed
with vengeance as other spirits do. Tey can possess a victim indefinitely without
any adverse effects.
A�����: City Council, Gondoliers.
E������: Te Church o Ecstasy, Spirit Wardens, Sparkwrights.
S��������: Te Reconciled are very ancient and wise; they see themselves as the
rightul and just rulers that Duskwall needs. A ew o the City Council members have
become initiates in the Path o Echoes and will soon be vulnerable to possession by
the Reconciled. Tese councilors are also high-ranking members o the Church o
the Ecstasy o the Flesh, which will give the Reconciled an opportunity or infiltration
into that organization as well.
293
THE RED SASHES TIER II FACTION CLOCKS
���: A secret lair outside the city. A dilapidated manor house in Six owers and the
catacombs beneath. An array o business holdings and cult shrines across the city,
collected or some united purpose known only to Scurlock.
NPC�: Lord Scurlock (enigmatic, cold, arcane, old-ashioned ) is an individual, but is
so powerul that he’s considered a action. His personal scale is ier III—in conflicts
he counts as a large gang (20 people).
N������ A�����: An impressive collection o occult and arcane curios, books, and
ephemera. An ancient demonic temple.
Q����� : Scurlock is immune to spirits. Ghosts can’t see, hear, or harm him. He makes
no sound when he moves and is sometimes difficult to look at directly.
A�����: City Council, Bluecoats, Inspectors, Te Forgotten Gods.
E������: Spirit Wardens, Te Immortal Emperor.
S��������: Lord Scurlock is bound by ancient magic to the demon Setarra. Who is the
master and who is the servant? Teir roles have changed many times over the centuries.
Now, Lord Scurlock must ulfill a debt. Setarra has ound a nest o sea demons in the harbor,
encased in stone, chained by magic rom the cataclysm. She seeks to ree them to see their
wrath loosed on the world o men. Scurlock will aid her in this or suffer a dark doom.
294
THE SILVER NAILS TIER III FACTION CLOCKS
���: A large inn (Te Mustang) and its fine stables (HQ).
NPC�: Seresh (leader, bold, brash, defiant ). uhan (lead scout, bold, cunning,
charming ).
N������ A�����: A contingent o exquisite Severosian cavalry horses—earless,
swif, and trained to hunt and battle spirits. Arcane lances. S
N
Q�����: Each member wears a ring ashioned rom a silver nail, which protects O
I
T
against possession. Tey’re trained in the G���� F������ special ability (Cutter). C
A�����: Imperial Military, Sailors, Severosan Consulate. A
F
E������: Te Circle o Flame, Te Grinders, Skovlan Consulate, Skovlander Reugees,
Spirit Wardens.
S�������� : Tanks to their expertise rom riding in the deathlands o Severos, the
Silver Nails are perectly suited to explore the orbidden Lost District outside the
lightning barrier o the city. Once the fiercest ghosts are driven out or destroyed,
the Silver Nails can seize control and plunder the orgotten treasures and artiacts
hidden within. (Te Spirit Wardens currently control access to the Lost District and
do everything in their power to keep the Silver Nails—and everyone else—out.)
295
SPIRIT WARDENS TIER IV FACTION CLOCK
���: Rooms, workshop, and stable at Te Old Forge tavern (HQ). A gambling den.
NPC�: Ulf Ironborn (leader, ruthless, savage, bold ). Havid (second, ruthless, volatile,
shrewd).
N������ A�����: A small but powerully savage gang o thugs.
Q����� : As a reugee o the Unity War, Ul does not trust the local Akorosi, or anyone
who proclaims a strong allegiance to the Imperial government. Tose o Skovlander
blood find it easy to win his trust, however.
A�����: Te Grinders.
E������: Citizens o Coalridge, Te Billhooks.
S�������� : Ul is newly arrived in Doskvol, seeking his ortune on the streets.
His gang has had recent success with savage smash & grab operations, leading into
a potential “protection” racket. As more Skovlander war reugees swell the city
population, the bigotry o some locals is starting to surace, with “NO SKOVS” signs
appearing at public houses and shops. Ul ’s blind rage will be sparked off when
he encounters this, surely leading his gang into war with any “true Duskers” brave
enough to stand up to him.
296
THE UNSEEN TIER IV FACTION CLOCK
���: A multitude o vice dens and extortion rackets across the city—virtually none
realize that they pay up to the Unseen. Several opulent townhouses used as sae houses.
NPC�: Te ower (leader). Te Star (captain). Grull (mid-level thug with big
ambitions, undercover as a coach driver).
N������ A�����: A legion o thugs, thieves, and killers on-call to their secret S
N
masters. O
I
T
Q����� : Te perect secrecy o the Unseen is the result o arcane rituals. Core C
members can recognize each other with attuned second sight. Any non-member A
F
who learns the identity o a member alls victim to a ritual that removes that memory
rom their mind afer a ew moments.
A�����: Te Bluecoats, Ironhook Prison, Te Forgotten Gods, Cyphers.
E������: Ink Rakes, Te Hive, Spirit Wardens.
S�������� : Te Unseen crave the power and authority o the Spirit Wardens, whose
own secret membership has so ar resisted infiltration. Te ower and Te Star plot
to place their own spies and operatives among the Wardens and seize it rom within.
���: Silkshore and Nightmarket are their primary hunting grounds. Tey specialize
in the thef o luxury items and intelligence gathering or clients to use as blackmail.
NPC�: Slate (leader, sophisticated, daring, secretive). Loop (appraisal expert, obsessive,
moody, secretive).
N������ A�����: A scattered collection o secret roofop shelters. A secret lair in
a tower in Silkshore. All manner o thieves’ gear or burglary.
Q�����: Each member wears a mask and conceals their true identity with an alias.
Tey communicate with a private sign language.
A�����: Cabbies.
E������: Bluecoats, Inspectors, Te Hive.
S��������: Te Wraiths recently completed a heist at a luxury brothel in Nightmarket
and happened to grab the private map book o a leviathan hunter in the process. Te
map book shows the secret hunting grounds o augured leviathan sites that will be
used by the ship Storm Palace during the next season. Such a map is useless to the
Wraiths, but is worth a small ortune to another leviathan hunter. Te Wraiths are
currently reaching out to contacts in the underworld to quietly arrange a sale.
297
duskwall: vice purveyors
����� ��������, ������
Mother Narya , House o the Mardin Gull, the Leaky Bucket,
Weeping Lady, Six owers. tavern, Crow’s Foot.
Ilacille, the ruins o the emple to Pux Bolin , the Harping Monkey,
Dunslough. �����
Te hooded proprietor o a hal-
������, �������� flooded grotto tavern near the docks.
Singer, bath house, Crow’s Foot.
Strange passageways lead to stranger
Harvale Brogan , the Centuralia chambers beyond.
Club, Brightstone. Father Yoren, House o the Weeping
raven’s smoke shop, Coalridge. Lady, Six owers.
Dunridge & Sons fine abrics and “Salia,” a spirit o the Reconciled,
tailoring, Nightmarket. which moves rom body to body at
Che Roselle, the Golden Plum their whim.
restaurant, Six owers. Sister Torn, deathlands scavenger
vendor, Silkshore.
����������
Aranna the Blessed , cultist o a
Family members (heritage) or
orgotten god, barge moored in
former co-workers (background).
Nightmarket.
Hutton, Skovlander Reugees/
Revolutionaries, Charhollow.
Te Circle of Flame, a secret society.
299
�����
Nets, Ropes
Crates, Boxes
doskvol: streets
Cables, Chains MOOD IMPRESSIONS
Drain Pipes
Water Pump � Dark or Cold ������ ������ ������
Oil Drums
� Rain Slick, Oil Slick Machinery, Workers Cook Fires, Furnaces
Brick Pile Bright or
�
Iron Bars Lively Dancing Shadows, Fluttering Cloth, Damp Wood, Decay,
� Flickering Lights Howling Wind Reuse
Wooden Boards Quiet or
Cut Stones �
Refined � Mist, Fog, Frost Laughter, Song, Music Animals, Hides, Blood
Loose Rocks
Cement Buckets Abandoned Fleeting Shapes,
� Whispers, Echoes, Chemicals, Distillates,
or Decrepit � Echoes in the Ghost
Sewer Grate Field Strange Voices Fumes
Rotting Reuse Cramped or
� Soot, Ash Clouds, Tunder, Driving Rain Rain Water, Ocean
Mud Puddles Noisy � Grime
Discarded Junk Cozy or
Carrion & Crows � Crackling Electricity, Bells, Clock Chimes, Ozone, Electroplasmic
Warm � Wires, Mechanisms Harbor Horns Discharges
Sodden rash
Carriages USE
Push Carts
Moored Boats � � � � � �
Cargo Barge
Gondolas �-� Residential Cras Labor Shops rade Hospitality
Wagons Law,
�/� Government Public Space Power Manuacture ransportation Leisure
Crane & Pulleys
Cargo Bales � Vice Entertainment Storage Cultivation Academic Artists
Metal Ingots
Industrial Forge
Coal / Fuel TYPE
Waste Bins � � � � � �
Street Lamps
�-� Narrow Lane ight Alley wisting Street Rough Road Bridge Waterway
Electric Wires
Junction Boxes Wide
�/� Closed Court Open Plaza Paved Avenue unnel Boulevard Roundabout
Spotlight ower
Clock ower � Elevated Flooded Suspended Subterranean Floating Private, Gated
Messenger Post
Withered rees DETAILS
Monument
Fountain � � � � � �
Mossy Ruin
Metal Ironwork Belching Metal Grates, Clockwork Rigging,
Collapsed Bldg. � Supports Gates, Fences Chimneys Hatches, Doors Mechanisms Cables
Flimsy Hovel
Barricade � Stairs, Ramps.
erraces
Wooden
Scaffolds Skyways Rooop
Spaces
Rails,
rain Cars
Hidden
Passages
Gate
Checkpoint Banners, Festival Crowd, Street Makeshi Crisscrossing
Piled Rubble � Pennants Decorations Parade, Riot Perormers Stalls, Shelters Routes
Canal Lock
Lightning Barrier Gang Patrol Posts Lookouts Stocks, Public Street Crier, News Stand,
� Markings Punishment Visionary Public Notices
Food Stall
Vendor Stall Construction, Foul Runoff, Orphans,
� Stray Animals Landscaping Muck, Mire Demolition Fumes, Smoke Beggars
Barrels, Casks
Makeshi Shrine
News Stand Leering Spirit Chimes, Eerie Quarantine, Shrine
� Ancient Ruin Gargoyles Wards Emptiness Lockdown Offerings
Stockade
300
doskvol: buildings �����
Chalkboard,
Desks, Papers
EXTERIOR Maps, Charts,
Diagrams
� � � � � � Books, Scrolls,
Stone & Cut Stone Wooden Plaster Board Metal Bookcases
�������� Gray Brick imbers Blocks Boards & imbers Sheeting Lamp, Inkwell,
������� ile Work Iron Work Glass Work Stone Work Wood Work Landscaping Writing Desk
Clock, Cabinet,
Shelves
USE: COMMON able, Chairs,
Notebooks
� � � � � �
Bed, Bureau,
� Bunk House Inn avern Gambling Hall Drug Den Brothel Vanity
Bunks, Stools,
� Market Workshop Bakery Butchery Forge ailory
runks
� Work House Goat Stables Brewery Watch Post Court, Jail Dock Basin, Pitcher,
Mirror
Apartment
� Ruin Row Houses enements Building Small House Bath House Soa, Divan,
Square, Music Box
� Shrine attooist Physicker Fighting Pits Fountain Grotto Couches,
Mushroom able, Lamps
� Warehouse Stockyard Factory Refinery Eelery Garden Drapery, Pillows,
Cushions
USE: RARE Counter, Sink,
� � � � � � Cabinets
Cookfire, Pots,
� Market House Restaurant Bar, Lounge Academy Salon Cae Pans, Utensils
Dining able,
� Floristry obacconist Book Shop Jeweler Clothier Gallery Chairs, Cutlery
Apothecary Horse Stables Distillery Vintner Master Artisan Boat House Game Board,
� Cards, Dice
Teater Opera House Apartment ownhouse Manor House Villa Larder, Spices,
� Building Meat Hooks
� Clinic emple Cistern Watch Post Park Monument Wine, Beer,
Whiskey
Radiant
� Archive Spiritualist Bank Alchemist Power Plant Energy Garden Pedestal, Statue,
Paintings
DETAILS Bird Cage,
Quill, Diary
� � � � � �
Bell, Book,
Dripping Creaking Buzzing icking Candle
� Water Floorboards Roaring Fires Smoky Lamps Electric Lights Clockworks Fireplace, Rug,
Armchair
� Plants, Flowers WallArtwork
Hangings, Shuttered
Windows
Heavy Curtains, Dust, Detritus Wear, Damage
Tick Carpet
Curtains,
Vases, Flowers
Treadbare, Utilitarian Lush, Rough-Spun Spartan Instruments,
� attered Furnishings Elegant Finery Comortable Simplicity Austerity Music Sheets
Exam Chair,
� Circular Stairs, Secret Doors
Ladders Catwalks Skylights Balcony Cellar Medical ools
Burner, Vials,
Vaulted, Rickety, Beakers
� Dray, Cold Stout, Quiet Cozy, Warm Spacious Low, Cramped Ramshackle
Workbench,
ools, Rags
Strange Weird Spirit Wards, Piled Jumble Antique
� Devices Artiacts Old Runes o Curios Appointments Shrine, Altar Weapons,
Ammunition
301
��������
�-�: Akorosi
�-�: Foreigner
people o generate a number between 11 and 66 (or the
table on the acing page), roll a six-sided die twice.
LOOKS
F���������
�/�: Skovlander �/�: ��� �/�: ����� �: ���������, ��������� �: ���� �����
�: Iruvian
� � � � � �
�: Dagger
Islander � Large Lovely Weathered Chiseled Handsome Athletic
�: Severosi
� Slim Dark Fair Stout Delicate Scarred
�: ycherosi
Remember, each � Bony Worn Rough Plump Wiry Striking
ycherosi has a
demonic trait: � Short all Sexy Wild Elegant Stooped
cat’s eyes, claws,
eathers instead � Cute Plain Old Young Stylish Strange
o hair, etc.
Disfigured, Glasses, Prosthetic, Long Hair, Shorn, Bald attooed
� Maimed Monocle Crippled Beard, Wig
�����
ricorn Hat
Long Coat GOALS
Hood & Veil � � � � � �
Short Cloak
Knit Cap �/� Wealth Power Authority Prestige, Fame Control Knowledge
Slim Jacket Pleasure Revenge Freedom Achievement Happiness Inamy, Fear
�/�
Hooded Coat
all Boots �/� Respect Love Change Chaos, Destruction Justice Cooperation
Work Boots
Mask & Robes PREFERRED METHODS
Suit & Vest
Collared Shirt
� � � � � �
Suspenders �/� Violence Treats Negotiation Study Manipulation Strategy
Rough unic
Skirt & Blouse �/� Te Arcane Commerce Hard Work Law, Politics Sabotage
Wide Belt �/� Subteruge Alchemy Blackmail eamwork Espionage Chaos
Fitted Dress
Heavy Cloak
Tick Greatcoat
PROFESSIONS: COMMON
Sof Boots � � � � � �
Loose Silks � Baker Barber Blacksmith Brewer Butcher Carpenter
Sharp rousers
Waxed Coat � Cartwright Chandler Clerk Cobbler Cooper Cultivator
Long Scar � Driver Dyer Embroiderer Fishmonger Gondolier Guard
Leathers � Leatherworker Mason Merchant Rooer Ropemaker Rug Maker
Eelskin Bodysuit
� Servant Shipwright Criminal ailor anner inkerer
Hide & Furs
Uniorm � Vendor Weaver Woodworker Goat Herd Messenger Sailor
atters
Fitted Leggings PROFESSIONS: RARE
Apron � � � � � �
Heavy Gloves � Advocate Architect Artist Author Bailiff Apiarist
Face Mask
� Banker Bounty Hunter Clockmaker Courtesan Furrier Glass Blower
ool Belt
Crutches � Diplomat Jailer Jeweler Leech Locksmith Magistrate
Cane � Musician Physicker Plumber Printer Scholar Scribe
Wheelchair � Sparkwright ax Collector reasurer Whisper Composer Steward
� Captain Spirit Warden Journalist Explorer Rail Jack Soldier
302
TRAITS INTERESTS QUIRKS �����
Adric, Aldo, Amosen,
�� Charming Fine whiskey, wine, beer Superstitious. Believes in signs, magic numbers. Andrel, Arden, Arlyn,
Arquo, Arvus, Ashlyn,
�� Cold Fine ood, restaurants Devoted to their amily. Branon, Brace, Brance,
Brena, Bricks, Candra,
�� Cavalier Fine clothes, jewelry, urs Married into important / powerul amily.
Carissa, Carro, Casslyn,
�� Brash Fine arts, opera, theater Holds their position to spy or another action. Cavelle, Clave, Corille,
Cross, Crowl, Cyrene,
�� Suspicious Painting, drawing, sculpture Reclusive. Preers to interact via messengers. Daphnia, Drav, Edlun,
Emeline, Grine, Helles,
�� Obsessive History, legends Massive debts (to banks / criminals / amily) Hix, Holtz, Kamelin,
�� Shrewd Architecture, urnishings Blind to flaws in riends, allies, amily, etc. Kelyr, Kobb, Kristov,
Laudius, Lauria, Lenia,
�� Quiet Poetry, novels, writing Once hollowed, then restored. Immune to spirits. Lizete, Lorette, Lucella,
Lynthia, Mara, Milos,
�� Moody Pit-fighting, duels Has chronic illness that requires requent care. Morlan, Myre, Narcus,
Naria, Noggs, Odrienne,
�� Fierce Forgotten gods Secretly (openly?) controlled by possessing spirit. Orlan, Phin, Polonia,
�� Careless Chruch o Ecstasy Serves a demon’s agenda (knowingly or not). Quess, Remira, Ring,
Roethe, Sesereth, Sethla,
�� Secretive Path o Echoes Proud o heritage, traditions, native language. Skannon, Stavrul, Stev,
Syra, alitha, esslyn,
�� Ruthless Weeping Lady, charity Concerned with appearances, gossip, peers. Tena, imoth, ocker,
Una, Vaurin, Veleris,
�� Calculating Antiques, artiacts, curios Drug / alcohol abuser. Oen impaired by their vice.
Veretta, Vestine, Vey,
�� Defiant Horses, riding Holds their position due to blackmail. Volette, Vond, Weaver,
Wester, Zamira.
�� Gracious Gadgets, new technology Relies on council to make decisions.
������ �����
�� Insightul Weapons collector Involved with war crimes rom the Unity War. Ankhayat, Arran,
Athanoch, Basran,
�� Dishonest Music, instruments, dance Leads a double lie using cover identity. Boden, Booker, Bowman,
Breakiron, Brogan,
�� Patient Hunting, shooting Black sheep / outcast rom amily or organization. Clelland, Clermont,
�� Vicious Cooking, gardening In prison or under noble’s house arrest. Coleburn, Comber,
Daava, Dalmore,
�� Sophisticated Gambling, cards, dice Well-traveled. Connections outside Doskvol. Danfield, Dunvil, Farros,
Grine, Haig, Helker,
�� Paranoid Natural philosophy Revolutionary. Plots against the Imperium. Helles, Hellyers, Jayan,
Jeduin, Kardera, Karstas,
�� Enthusiastic Drugs, essences, tobacco Inherited their position. May not deserve / want it. Keel, Kessarin, Kinclaith,
�� Elitist Lovers, romance, trysts Celebrity. Popularized in print / song / theater. Lomond, Maroden,
Michter, Morriston,
�� Savage Parties, social events Scandalous reputation (deserved or not). Penderyn, Prichard,
Rowan, Sevoy, Skelkallan,
�� Cooperative Exploration, adventure Surrounded by sycophants, supplicants, toadies. Skora, Slane, Strangord,
Strathmill, empleton,
�� Arrogant Pets (birds, dogs, cats) Spotless reputation. Highly regarded.
yrconnell, Vale, Walund,
�� Confident Cra (leatherwork, etc.) Bigoted against culture / belie / social class. Welker.
�� Vain Ships, boating Visionary. Holds radical views or uture. �������
Bell, Birch, Bricks, Bug,
�� Daring Politics, journalism Cursed, haunted, harassed by spirits or demon. Chime, Coil, Cricket,
Cross, Crow, Echo, Flint,
�� Volatile Arcane books, rituals Intense, unreasonable phobia or loathing. Frog, Frost, Grip, Gunner,
Hammer, Hook, Junker,
�� Candid Spectrology, electroplasm Extensive education on every scholarly subject. Mist, Moon, Nail, Needle,
�� Subtle Alchemy, medicine Keeps detailed journals, notes, records, ledgers. Ogre, Pool, Ring, Ruby,
Silver, Skinner, Song,
�� Melancholy Essences, alchemy Is blindly aithul to an ideal, group, or tradition. Spur, ackle, Tistle,
Torn, ick-ock,
�� Enigmatic Demon lore, legends Deeply traditional. Opposed to new ideas. welves, Vixen, Whip,
Wicker.
�� Calm Pre-cataclysm legends A raud. Some important aspect is abricated.
303
�����
�����
Korvaeth
devils o generate a number between 11 and 66 (or the
table on the acing page), roll a six-sided die twice.
Sevraxis GHOST TRAITS
Argaz
Zalvroxos � � � � � �
Kethtera
Arkeveron � Jealous Desperate Violent Hysterical Skittish Fleeting
Ixis
Kyronax � Curious Deceptive Clever Probing Knowledgeable Charming
Voldranai
Esketra � Prophetic Insightul rue Revelatory Guiding Instructive
Ardranax
Kylastra � Reactive erritorial Dominant Insistent Bold Demanding
Oryxus � Angry Volatile Aggressive Wild Savage Vengeul
Ahazu
yraxis � Mad Chaotic Bizarre Destructive Insane Vile
Azarax
Vaskari
GHOSTLY SECONDARY EFFECTS
����� � � � � � �
��������
Faint visions o Electrical
Black shark eyes �-� Frost, Chill Cold wind Weird shadows Faint echoes
the local past discharge
Scales (onyx, Intense visual Intense Disturbing Tunderous
iridescent, �/� Mist, Fog Rushing wind
crystalline, echoes magnetism shadows sounds
metallic, etc.) Voices in
� Freezing og Storm winds Pitch darkness Lightning Clutching shadows
Razor-sharp claws your head
Bony protrusions
DEMON TYPES
Multiple eyes
Lashing tail � � � � � �
Leathery wings ������ Humanoid w/ Bestial or Elemental Features Animal Monstrous Amorphous
Spines Storm,
Dripping ichor �������� Sea, Water Darkness Earth, Metal Fire, Smoke Sky, Stars
Wind
Glowing eyes or
markings DEMON DESIRES
Hair or ur � � � � � �
(drifing as i
underwater, �/� Mayhem Murder Justice Corruption Power Control
burning with a �/� Knowledge Pleasure Suffering War Revenge Chaos
cool fire, etc.)
�/� Freedom Savagery Manipulation Deception Fear Achievement
Feathers
Multiple arms SUMMONED HORRORS
entacles
� � � � � �
Hard shell,
metallic plates Reeking ar Writhing Radiant Crystalline Creeping Animated
� Mass Being Shards Growth Stone
Lights dim or
flare Cloud o Swarm o
� Burning Ash Shadow Being oxic Cloud Fiery Being Liquid Being
Insects
Plants wither or
grow wildly � Flayed Being Shambling
Rags Freezing Fire Impossible
Geometry
Monstrous Shimmering
Animal Spheres
Mechanisms
grind to a halt wisting Psychic Mist Trobbing Metallic Being Coil o Torns Hypnotic
� Machinery Viscera Lights
Liquid reezes,
boils, turns to � Oozing Slug remulous
Vibrations
Lashing
Hooks
Skeleton o Flowing
Black Glass Quicksilver
Clutching
Darkness
blood or ashes
Floating Cloying Vapors Swirling Serpent Being Insectoid Consuming
� Octopoid Mucus Being Orb
304
FORGOTTEN GODS CULT PRACTICES Mix and match gods and practices as you see fit
�� Te One Within Many Sacrifice: Fed to specially consecrated beasts / Savaged (eaten?) by renzied cult mob.
�� Te Silver Fire Sacrifice: Pitted against an anointed champion in death arena.
�� Te Rapturous Chord Sacrifice: Ritually bled upon the sacred altar.
�� Te Fallen Star Sacrifice: Progressively overdosed with mind-expanding drugs.
�� Te Lord o the Depths Sacrifice: Ritually killed and claimed as anointed spirit-champion.
�� Te Silent Song Sacrifice: Slain by arcane means (electrocuted, spirit shattered, death-cursed).
�� Te Lady o Torns Congregation: An orgy o pleasure (sex, ood, dance, music) and/or pain.
�� Our Blood Spilled in Glory Congregation: Sacred hymns or prayers or days without ceasing.
�� Te Ram Congregation: Occupying a sacred nexus point during an astrological confluence.
�� Te Empty Vessel Congregation: A pilgrimage to a sacred place or being in the deathlands / at sea.
�� Te Closed Eye Congregation: A group vision / dream-quest via essences, drugs, or meditation.
�� Te Hand o Sorrow Congregation: A reenactment / dumb-show o a sacred event.
�� Tat Which Hungers Acquisition: A collection o eyes / hearts / blood rom mystics or demons.
�� Te Tousand Faces Acquisition: Te shards o a shattered sacred object (jewel, sword, skull, stone).
�� Te Web o Pain Acquisition: Te original holy writings o the prophet / master / saint.
�� Te Pillars o Night Acquisition: Te severed body parts (heads, hands, tongues) o heretics or apostates.
�� Te Burned King Acquisition: Properties aligned with sacred geometry or attuned by mystical events.
�� Te Father o the Abyss Acquisition: Te ghosts o prophets / mystics / ounders / enemies o the order.
�� Te Forsaken Legion Destruction: Ritual burning o sacred objects (rune-papers, effigies, flesh, hair).
�� Te Unbroken Sun Destruction: Ritual eradication o a spirit or demon.
�� Te Revelation Destruction: Te breaking o the seals that keep the god rom this world.
�� Te Radiant Word Destruction: Shattering o ritual objects / altars / temples sacred to an enemy order.
�� Te Shrouded Queen Destruction: Eradication o weapons / objects / sites / rituals that can harm the god.
�� Te Reconciler Destruction: Eradication o social / legal / cultural elements that threaten the order.
�� Te Cloud o Woe Consecration: Purification by bathing in sacred fluid (blood, wine, milk, oil, etc.).
�� Te Broken Circle Consecration: Purification o the gates that give passage to the god into this world.
�� Te Conqueror Consecration: Baptism / blessing o an acolyte or object by immersion in spirit well.
�� She Who Slays in Darkness Consecration: Puriy / bless cult ollowers with tattoos / scarification / mutilation.
�� Te Dream Beyond Death Consecration: Creation o blessed idols / artwork / ritual spaces / artiacts.
�� Te Blood Dimmed ide Consecration: Wards / runes / spirits bound to shun enemies o the order.
�� Te Guardian o the Gates Desecration: Debasement or defilement o one sworn to an enemy order.
�� Te Maw o the Void Desecration: Corruption o place / object / ritual / tradition to appropriate its power.
�� Te Keeper o the Flame Desecration: Defilement o place / object / ritual to humiliate another order.
�� Te Trone o Judgment Desecration: Manipulation o authorities / institutions to appropriate their power.
�� Te Lost Crown Desecration: Corruption o acolytes to prepare them or transormation.
�� Te Golden Stag Desecration: Mindless, pointless chaos; sewing the seeds o anarchy.
305
doskvol: scores
CLIENT / TARGET WORK
�������� ������������
� Academic or Scholar � Stalking or Surveillance
� Laborer or radesman � Sabotage or Arson
� Courier or Sailor � Lif or Plant
� Merchant or Shopkeeper � Poison or Arrange Accident
� Artist or Writer � Burglary or Heist
� Doctor or Alchemist � Impersonate or Misdirect
�������� ��������
� Drug Dealer or Supplier � Assassinate
� Mercenary or Tug � Disappear or Ransom
� Fence or Gambler � errorize or Extort
� Spy or Inormant � Destroy or Deace
� Smuggler or Tie � Raid or Deend
� Crime Boss � Rob or Strong-arm
��������� ����������
� Noble or Official � Escort or Security
� Banker or Captain � Smuggle or Courier
� Revolutionary or Reugee � Blackmail or Discredit
� Clergy or Cultist � Con or Espionage
� Constable or Inspector � Locate or Hide
� Magistrate or Ward Boss � Negotiate or Treaten
������� ���������
� Ghost o (roll again) � Curse or Sanctiy
� Occult Collector � Banish or Summon
� Vampire or Other Undead � Extract Essence
� Demon (disguised) � Place or Remove Runes
� Possessed or Hollow � Perorm / Stop Ritual
� Whisper or Cultist � Hollow or Reviviy
306
Roll a handul o dice and use the results as you please to help guide your choices rom the lists.
�
Te location moves around (site �� Gondoliers
Cabbies
or
�� Rail Jacks or
Te Brigade
changes, it’s on a vehicle, etc.)
Te Church o Te Weeping
�� Ecstasy �� Lady
Te job urthers a revolutionary’s
�
secret agenda �� Te Forgotten
�� Path o Echoes
Gods or Reconciled
Te job urthers a city official’s
�
secret agenda �� Skovlander
Reugees �� Deathlands
Scavengers
307
the shattered isles
AKOROS
A land o dark, petrified orests and rocky hills. Te rich coastal cities get their
wealth rom leviathan hunting and rom mining colonies deep inland. Te
Akorosi are sometimes called “Imperials” since the Imperium began there. Tey
are generally air-skinned and dark-haired.
SEVEROS
A land o windswept plains, covered in dark scrub and thorny growths. Outside
the Imperial cities on the coast, some native Serverosi still live in ree tribes,
scavenging the death-lands on their ghost-hunting horses. Tey are generally
brown-skinned and dark-haired.
IRUVIA
A land o black deserts, obsidian mountains, and raging volcanoes. Some say that
positions o power are openly held by demons in Iruvia. Te people are generally
amber-skinned and dark-haired.
SKOVLAN
A ragged land o cold mountains and rough tundra. Skovlan was the last holdout
against Imperial control. Tey are generally pale-skinned and air-haired or
red-haired.
TYCHEROS
A ar off land, disconnected rom the Empire. People say the ycherosi (rudely
called “Strangers”) have demon blood in their lineage.
� ���� ����� ��� �����
Te Shattered Isles have wildly different climates due to magical orces lef over
rom the cataclysm. Te “water” o the Void Sea seems to be composed o opaque
black ink, but it’s possible to see constellations o shimmering stars ar below the
surace. Te sun is a dim ember, providing only meager twilight at dawn and
dusk; leaving the world in darkness otherwise.
Tis was once a storybook antasy world o magic and wonders, which was
destroyed and an industrial civilization was built on top o the ruins.
Don’t expect scientific realism here.
308
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Chris Del Gigante, Chris Dron, Chris Edwards, Chris Galecki, Chris Gardiner, Chris Geisner, Chris Gross,
Chris Gunning, Chris H., Chris Hall, Chris Harris, Chris Harvey, Chris Heilman, Chris Hunter, Chris
Husin, Chris Jessee, Chris Lazenbatt, Chris Longhurst, Chris Marcellus, Chris Mcdougall, Chris Mceligot,
Chris Mclaren, Chris Mcneilly, Chris Miles, Chris Mitchell, Chris Mooney, Chris Mooney, Chris Nehring,
Chris Nielsen, Chris Page, Chris Pajerski, Chris Pipinou, Chris Quin, Chris Reimer, Chris Rigney, Chris
Rogers, Chris Sakkas, Chris Sanderson, Chris Sauro, Chris Sheffield, Chris Shields, Chris Slazinski, Chris
Smith, Chris Smythe, Chris Snyder, Chris Tompson, Chris omlinson, Chris Venus, Chris Whetstone,
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Christopher Bergstedt, Christopher Brandon, Christopher Casiano, Christopher D Meid, Christopher
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Christopher Gmelch, Christopher Kit Kindred, Christopher L. Burdett, Christopher Lackey, Christopher
Leonard, Christopher M. King, Christopher Macdonald, Christopher Maikisch, Christopher Mangum,
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Invidiata, Christopher Reed, Christopher Ryan, Christopher Stone-Bush, Christopher urkel, Christopher
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Chua Chee Han, Chuck Dee, Cian Booth, Civilized Animal Productions, Cj Romer, Claes, Claire Winn,
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Dykes, Colin Fahrion, Colin Fredericks, Colin Holt, Colin Matter, Colin Mclaughlin, Colin Nash, Colin
Tom - Dimensional Games, Colin Urbina, Colinj, Colinlamb, Conflict Games, Connor Delint, Connor
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Sutter, Daniel ucker, Daniel uretsky, Daniel Veillette, Daniel Westheide, Daniel Zielke, Daniele Di
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David Priestley, David Quist, David Rainey, David Rotheder, David Ryack, David Samper, David Sande,
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Stengle, David Stewart Zink, David Stickland, David Sullivan, David aylor, David erhune, David
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Z., David Zarubin, Davide Pignedoli, Davin Valkri, Davzz, Dawid Dorynek, Db, Db onar, De Canteloube
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Ed Heil, Ed Kowalczewski, Ed Mcw, Ed each, Eddi Vulic, Eddie Reade, Edoz, Edward Damon, Edward
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Ingold, Edward James Fascio-Burke, Edward Langan, Edward Lynch, Edward Newkirk, Edward Prosser, R
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Guillaume St-Pierre, Gunnar Bangsmoen, Gusta Sjöstedt, Gustavo Da Rocha Pereira, Gustavo La
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Olav Tunestvedt, Haggai Elkayam, Hamish Cameron, Hamish Laws, Haneiro Perez, Hannah Schofield,
Hans Andersen, Hans Bk, Hans Messersmith, Hari Capra, Hariel Pereira, Harley Stroh, Harrison Lo,
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Ian Asha, Ian Bogert, Ian Borchardt, Ian Cooper, Ian Donald, Ian Herbert, Ian Kitley, Ian Noble, Ian
Raymond, Ian Richardson, Ian Semmens, Ian aylor, Ian V., Ian Whitehead, Ian Wright, Ianquest, Igor
oscano, Ihmcallister, Illotum, Ilya Shishkonakov, Imbrattabit, Imunar, Incandescens, Inectious Play
(Jon Gilmour), Infinite Jest, Invariel, Inversions, Ironicus, Irrion, Irven Keppen, Isa Wills, Isaac Foli,
Isaac Schultz, Isaac West, Isaac White, Isaac Williams, Isaiah Stankowski, Isaiah Stump, Istaitsu, Itamar,
Ivan Kvapil, Ivan Muhlig Hansen, Ivan Slipper, Ivan Vaghi, J B Bell, J K Rasmussen, J Lee, J Roberts, J.
Brandon Massengill, J. D. Beers, J.b. Scott, J.m. Martin, J_rude, Jaakko Saari, Jacek Darken Gołębiowski,
Jack, Jack Gulick, Jack Law, Jack Milton, Jack Milton, Jack Moore, Jack Norris, Jack Phoenix, Jack
Weinberg, Jackractal, Jacob, Jacob Bush, Jacob Dean, Jacob Driscoll, Jacob Dryearth, Jacob Hedin, Jacob
Heid, Jacob Hogan, Jacob Olbert, Jacob “Ryoku” Walker, Jacqueline Legazcue, Jacqui Macgregor-Pahl,
Jada Aleksic, Jaedison, Jaime Climent Fernández, Jaime Wurth, Jait, Jake, Jake Mandel, Jake Staines,
Jakob Pape, James, James, James, James Barratt, James Bentley, James Bradord, James Byrne, James
Chi, James Cruise, James Cunningham, James Dagg, James Dickson, James Dillane, James Dunbier,
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Heath, James Herbert, James Husum, James Iles, James J Watkins, James Jayjay Draper, James Jobson,
James Larue, James Lowe, James Mason Pierce, James Mcclure, James Mendez Hodes, James Oakes,
James Palmer, James Powell, James Rawet, James Ritter, James Robertson, James Rouse, James Shannon,
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Hamaker, Jeremy Kear, Jeremy Liu, Jeremy Livingston, Jeremy M, Jeremy Nelissen, Jeremy Riley, Jeremy
Siemon, Jeremy idwell, Jeremy uck, Jeremy Zimmerman, Jerod Kinney, Jerome Anderson, Jerry Sköld,
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Nunn, John Paul Leibee Iii, John Perich, John Phil, John Potts, John Powell, John Pumroy, John R Luker,
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Cook, Jonathan Elliott, Jonathan Fish, Jonathan Grimm, Jonathan Jung Johansen, Jonathan Klick,
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Jonathan Siregar, Jonathan Souza, Jonathan Walton, Jonathan Wright, Jonathon, Jonathon Farrell, E
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Haney, Josh Hawthorne, Josh Kale, Josh Mannon, Josh Mauldin, Josh Medin, Josh Rensch, Josh Scheibe, S
Josh Ward, Joshi Mit rompete, Joshua, Joshua, Joshua, Joshua Bill, Joshua Chewning, Joshua Churchill, K
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Haney, Joshua Kehe, Joshua Kissel, Joshua Lh Burnett, Joshua Little, Joshua Moretto, Joshua Newport, K
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Laren Liuzzo, Logan Shoup, Logan Waterman, Loki Carbis, Lolo374, Lonesteban, Lonewol Williams,
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Lorenzo Gatti, Lost Demiurge, Louis Coombs, Louis Nelen, Louis Veal, Lovro, Lowe_margas, Lowell
Francis, Luc Millette, Luca Beltrami, Luca Giandinoto, Luca Veluttini, Lucas Cooperberg, Lucas
Garczewski, Lucas Mathias Haasum, Luis Vergara, Lukas Myhan, Lukas Schottenius, Lukas Zarychta,
Luke, Luke, Luke, Luke Bailey, Luke C, Luke Devries, Luke Martinez, Luke Miller, Luke Moran, Luke
Niedner, Luke Parkinson, Luke Sherman, Luke Van Buren, Luke Wayland, Lumacca, Luzelli, Lvl20dm,
Lynn, M Alexander Jurkat, M Stuart, M Vamp, M., M. Alan Hillgrove, M. P. O’sullivan, Maciej Baran,
Maciej Majer, Madeleine Eid, Madeline Bernard, Maerik, Magnus Bergqvist, Mahaffa, Majikjack,
Makkura, Malarky, Malcolm Wilson, Malier, Mandrake, Manny, Manu Marron, Manuel Bedouet,
Manuel Ordoveza, Manuel P., Manuel Sambs, Marc, Marc Benson, Marc Binette, Marc Kevin Hall, Marc
Lepori, Marc Lummis, Marc Majcher, Marc Margelli, Marc Mundet, Marc etlow, Marc Williamson,
Marc2540, Marc7454, Marcin Felczerek, Marco Borghi, Marcus Burggra, Marcus Morrisey, Marcus
Shepherd, Mardoch, Marek Benes, Marie-Pier Bisson, Mark, Mark Argent, Mark Barr, Mark Bottomley,
Mark Bourcy, Mark Boyle, Mark Chu-Carroll, Mark Delsing, Mark Diaz ruman, Mark Dipasquale,
Mark Edwards, Mark Francis, Mark Griffin, Mark Hayton, Mark Kiloil, Mark Lemmon, Mark Levad,
Mark Malone, Mark Miller, Mark Moller, Mark Noonan, Mark Pittard, Mark Richardson, Mark S, Mark
Shocklee, Mark Sponholtz, Mark Sweetman, Mark ygart, Mark Watson, Mark Winnington, Mark Zeller.
_3Jane, Markku uovinen, Markus Günther, Markus Jöngren, Markus Plötz, Markus Schoenlau, Marshall
Brengle, Marshall Miller, Martha Awdziewicz, Martin Bailey, Martin Brandt - Raven Warren Studios,
Martin Greening, Martin Hills, Martin Nichol, Martin Ralya, Martin errier, Martin_sd, Martinet
Laurent, Marty Cole, Marvin Harris Jordan Iii, Marvin Langenberg, Marybeth Griffin, Mat, Mathew
Breitenbach, Mathias Koh, Matias Ampiainen, Matias B, Matias Furia, Matias imm, Matlockheed,
Matt, Matt, Matt Ackerman, Matt Ballert, Matt Bogen, Matt Cashman, Matt Clay, Matt Donaldson, Matt
G, Matt Gordon, Matt Greenelder, Matt Helms, Matt Horam, Matt Logan, Matt Machell, Matt Penniman,
Matt Riley, Matt Rolleson, Matt Snyder, Matt Sullivan, Matt Sullivan, Matt Walsh, Matt Ward, Matt
Wetherbee, Matt Whalley, Matt Wilson, Matt Wiser, Matteo Signorini, Mattharrop, Matthew, Matthew,
Matthew, Matthew, Matthew, Matthew Atherton, Matthew B, Matthew Bottiglieri, Matthew Brodie,
Matthew Campbell, Matthew Capizzi, Matthew Carey, Matthew Caulder, Matthew Cleveland, Matthew
Coverdale, Matthew Cramsie, Matthew Cranor, Matthew Croco, Matthew D. Miller, Matthew Dobervich,
Matthew Edwards, Matthew G. Birky, Matthew Gagan, Matthew Galloway, Matthew Gomez, Matthew
Gushta, Matthew Haulman, Matthew Hayes, Matthew Houghton, Matthew Keevil, Matthew Klein,
Matthew Koelling, Matthew Krykew, Matthew Levi Miller, Matthew Lind, Matthew Mccomb, Matthew
Mcarland, Matthew Miller, Matthew Moen, Matthew Montgomery, Matthew Moorman, Matthew Muth,
Matthew Nielsen, Matthew Nixon, Matthew Orwig, Matthew Paluch, Matthew Pennington, Matthew
Purse, Matthew Rice, Matthew Richardson, Matthew Rives, Matthew Seagle, Matthew Sherman, Matthew
Siadak, Matthew Skau, Matthew Slater, Matthew Smith, Matthew Staley, Matthew Sullivan-Barrett,
Matthew aylor, Matthew Walker, Matthew Wang, Matthew White, Matthew Whiteacre, Matthew
Whittaker, Matthew Williams, Matthew Woods, Matthias Haan, Matthias Nybro Smith, Matthias
Schramm, Mattmarovich, Matyas Hartyandi, Matías Nicolás Caruso, Max, Max De Cuba, Max Dymond,
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ree, Michael Vollhardt, Michael Welker, Michael Wernerson, Michael Wight, Michal Kostrzewa, Michal
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Mike Sugarbaker, Mike euscher, Mike Wallace, Mike Williams, Mikerost, Mikel Matthews, Mikey
316
Free, Mikhail sarev, Mikko Västi, Miles Gaborit, Miles Nerini, Miles Ward, Mimir, Minder, Miranda
Dubner, Mischa Krilov, Misha B, Misha Polonsky, Miska Fredman, Miss G, Mitchell, Mitchell imothy
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S
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anner, Neall Raemonn Price, Neil Goodrich, Neil Smith, Neill Cram, Neko_cam, Nekosluagh (Aka C
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E
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T
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Philip Espi, Philip Ettl, Philip Hartman, Philip LaRose, Philip Snyder, Philip Wilder, Philippe Marcil,
Philippe Marichal, Philippe Niederkorn, Philippe Vergé-Brian, Philippe “Sildoenein” D., Phill, Phillip
Ames, Phillip Bailey, Phillip Dunn, Phillip Gates-Shannon, Phillip Lewis, Phillip Spiess, Phyr, Pierce
Barber, Pierre Plathey, Pierre Waldried, Piers Brown, Pineapple Steak, Piotr Kraciuk, Pixel Press, Pj
Saad, Pj Schnyder, Pk Sullivan, Plague O Hats, Pookie Uk, Portaltovoid, Prakasit Boonwattana,
Pretentious Moniker, Primeloki, Prism, Proessorcirno, Proze, Pyke Van Zon, Quadrat, Qualinestron,
Quasi, Quentin, Quentin Picart, Qui Revient De Loin, Quinten Curtis, Quintin James Shryock, Quodo45,
R. Patrick aggesell, Rachael Storey, Rachel E.s. Walton, Radoslaw Bozek, Radosław Grzanka, Raegan
Russell, Raael Ferreira, Raay Khan, Ragnhild Hutchison, Rahyll, Ralph Lovegrove, Ralph Mazza,
Randall Wright, Randel Evans, Random_phobosis, Randomcitizenx, Randy Belanger, Randy Lubin,
Randy Mosiondz, Randy Ray, Rane Staten, Rani, Ratley17, Raul, R aul, Ravi Duvvuri, Raving She Mullet,
Ray Otus, Ray Peters, Raymond, Raymond Nagle, Rchaddick, Reaper Steve, Recknar, Reders224,
Redneckredge, Reed, Regina, Regine Bernhardt, Reise, Reise, Remi, Remo Disconzi Filho, Ren yler,
317
Renato Ramonda, Renaud Van Strydonck, Renee Knipe, Renee M., René John Kerkdyk, Reto M. Kieer,
Rev. Gerry R. urner, Revolos55, Ricardo avares, Rich Gradman, Rich M., Rich Rogers, Richard Addy,
Richard Ellis, Richard Forest, Richard Gant, Richard Grant, Richard Greene, Richard Hirsch, Richard
Hooper, Richard Kane, Richard Malena, Richard Pleyer, Richard Pundurs, Richard Robertson, Richard
Ruane, Richard Schwerdteger, Richard Sedivy, Richard Starr, Richard aylor, Richie Cyngler, Rick, Rick
Ernst, Rick Harrelson, Rick Neal, Ridhwan, Riese Sullivan, Rikki Parsons, Rildo Augusto Valois
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Wieland, Robdeobald, Robert Andersson, Robert Barbetti, Robert Bersch, Robert Biskin, Robert Briggs,
Robert Carnel, Robert Corr, Robert Crewe, Robert Daines, Robert Daley, Robert Davidson, Robert De
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Robert Lewis, Robert Maxwell, Robert Mohl, Robert Morris, Robert Poulin, Robert Roy, Robert Sharikov,
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Roland Payerl, Roland Volz, Rol Böhm, Rolzup, Romani, Ron, Ron Beck, Ron F., Ron Pack, Ron Schmidt,
Ronaldo Moreno-Aramburú, Rose Bailey, Ross Cheung, Ross Cowman, Ross Demike, Ross Hall, Ross
Shaw, Ross Smith, Rowdy Scarlett, Roy R Clark, Roy Sachleben, Roy Zemlicka, Rpg_etish, Rr, Ruben
L.z. an, Ruus Moroes, Rukesh Patel, Rupert Sedlmayr, Rushputin, Russell Benner, Russell Fillmore,
Russell G Collins, Russell Hoyle, Russell Mcadden, Russell Ventimeglia, Russell Zimmerman, Rustin,
Rusty Halo, Ryan Blackstock, Ryan C Davidson, Ryan Danks, Ryan Dunleavy, Ryan H, Ryan Hardman,
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Sam Godding, Sam Hastings, Sam Hawken, Sam Lafleche, Sam Piaggio, Sam Roberts, Sam Schellin,
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Veillard, Sami Merilä, Samuel, Samuel King, Sandra Fuller, Sandsturm, Sarah, Sarah Verdu, Sarah
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318
Steven Robert, Steven Siddall, Steven Vu, Steven Wales, Steven Warble, Steven Watkins, Steveo, Stew
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aranto, aryn Azelski, auther, ayler Stokes, aylor Fisher, bpnemo, dfitz, eague Murphy, ealea,
eataine, echnocratjt, ed Schmidt, eddy Lattimore, egyrius, era Lockhart, erradyne, erry, erry
Heying, erry Willitts, errygervais, Talji, Tarek, Te Burning Wheel, Te Duellist, Te Freelancing
Roleplayer, Te Magus, Te Rangdo O Arg, Te Smooze, Te Warden, Te_gioy, Tebob288, Tebuzzard,
S
Tedisgruntledpoet, Teodore Barnett, Teodore Miller, Teodore Runyon, Teroleplayer, Teron Bretz, R
Teyis, Tiagotogbr, Tierry Nouza, Tindelock, Tomas, Tomas Anderson, Tomas Bagley, Tomas E
K
Bradley Demkey, Tomas Carpenter, Tomas Deeny, Tomas Faßnacht, Tomas Fendt, Tomas Foss, C
Tomas Gibson, Tomas Heinig, Tomas Kollman, Tomas Ladegard, Tomas Le issier, Tomas A
Mcdonald, Tomas Mulvihill, Tomas Munkholt, Tomas Müller, Tomas Sowell, Tomas Sterchi, B
Tomas Tompson, Tomas Vanstraelen, Tomas Walters, Tomas Zimolo, Tomas Zuliani, Tor, Tor R
E
Hansen, Torfin, Tresherinc, iago Marinho, ierney, igerace, im Ballew, im Callahan, im Ellis, T
im Fiester, im Franzke, im Ireland, im Jensen, im Mckeever, im Niederriter, im Oliver, im R
Rodriguez, im Ryan, imothy Carroll, imothy Jaxon, imothy Lam, imothy Noyce, imothy Yuen, A
T
ina rillitzsch, ired Gamer Syndrome, obias Dahlberg, obias Radesäter, obias Steinweg, obie S
Abad, odd, odd Biggs, odd Bogenrie, odd Grotenhuis, odd Zircher, om Davidson, om Davis, K
om Glennon, om Lehmann, om Lommel, om Mcgrenery, om Meijeringh, om Meuris, om C
I
Pleasant, om Ryan, om Sias, om Snider, om Walker, omas B. C., omasz Pudło, omi Sarkkinen, K
ommaso, ommaso De Benetti, ommi Vaurio, ommy Brownell, ommy Day, ommy Rayburn,
omohisa Naka, omáš Tales Přibyl, oni Puig, ony Dowler, ony Mac, ony Martin, ony Popowski,
opi Makkonen, opi örnroos, ore Vange Pedersen, orrain, race Lambert, racy Barnett/Exploding
Rogue Studios, ravis Bish, ravis Bryant, ravis Geery, ravis Scott, ravis Stout, reganter, resi,
revis, rey Stone, ribble, rip Te Space Parasite, ristam Johnson, ristan, ristan Judice, roubadour
Games, roy Cota, roy Ellis, roy Swain, s Luikart, ucker, ulpa, uran Holland, urbiales, urboguy16,
uukka Heimola, wigs, wogether Studios, yler Allen, yler Conrad, yler Eckert, yler Hunt, yler
J Smith, yler Killen, yler Mclaren, yler Nae, yrnis, zu, Uanuiil, Udo Femi, Ul H., Uli royo, Ulran,
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Stevens, Warin, Warren Merrifield, Warren Seychell, Wax Eagle, Wayne A Arthurton, Wayne Humfleet,
Wayne Ligon, Wayne Wyant, Waywardmind, Weredrake, Wes Baker, Wes Fournier, Wes Price, Wesley
Street, Wetgauntlet, Whit Mattson, Whitney M. Delaglio, Wilcoxon, Wilried Mitterhoer, Wilhelm
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William Corbett, William Craig, William Crooks, William Fischer, William Gerke, William Golden,
William Hochella, William Howard, William Kaminski, William Keller, William Kotas, William
Lamming, William M Wilson, William Mark Woodhouse, William Owens, William Potter, William
Prescott, William Scott Palmer, William Staab, William Tompson, William innin-imm, William
Watkins, William Wilson, Willj, Willmer Martinez, Wim Deca, Wizard3103, Wlad, Wm Henry Morris,
Wojciech “Onslo” Chelstowski, Wolplank, Worldsmith Industries, Wright Johnson, Wytchwood, Xander
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Zach, Zach Bush, Zach Dromsky, Zachariah Willoh, Zachary Alan Gourley, Zachary Goscha, Zachary
Pilarski, Zachary Scott St.clair, Zachary Sylvain, Zachary omlinson, Zachol, Zack, Zane Dempsey, Zeb
Walker, Zed, Zed Lopez, Zee Gee, Zelbinian, Zephyr, Zetarec, Ziv Wities, Zontco Llc, Zsp, _John, _
Journeyman_, Östen, Øyvind Z. Berentsen
319
index
A Arkenvorn, 245 Bombs, 226
Abstraction, 169 Armor, 32, 33, 88 Bonus dice, 20-22
Academic background, 54 special, 54 Bound to the Demon, 235
Acquire asset, 153-54, 159 Arms o the Weeping Lady, 276 Bowmore Bridge, 258
Action(s), 51, 58-59 Arrest, 151 Brag, 156, 159
choosing, 166 Artiact(s), 111, 119, 123, Bravos, 104-107
gamemaster and, 188 125, 142-43, 205, 288 Brickston, 264
in play, 169-81 Assassins, 100-104 Brigade, Te, 283
Action dot(s), 57 Assault plan, 127 Brightstone, 255, 258-9
additional, 48 Asset, 153 Buildings, 301
assignment o, 54 Assist, 134 Burglary gear, 88
Action rating(s), 10, 18, Assistance, 20, 22
22, 34 Attract trouble, 156, 159
C
example o, 11 Cabbies, 283
Attribute(s), 32
Action roll(s), 7, 10, 18, 19 Cane-sword, 79
Attribute rating(s), 10
challenging, 197-98 Carillon, 245
examples o, 11
effect and, 20, 24 Carriage House, 95
Attune, 37, 51, 58, 139-40,
positions and, 19-20, 23 209, 211 Cell Block Control, 149
specific, 197 details, examples o, 170 Character(s), 51. See also
summary o, 22 Non-player characters;
triggering, 163-64 B Player characters types, 2
Adepts, 96 Background, 54, 57 Character creation, 52-55, 202
Advanced abilities, Bandolier, 71 play and, 184
permissions, 234-35 Barracks, 105 summary, 57
Advancement, 44, 154 Barrow Bridge, 256 Charhollow, 255, 260-61
or crew, 49 Barrowcle, 255, 256-57 Charhollow market, 260
or player character, 48 Barrowcle market, 256 Charter Wall, 262
Akoros, 53 Bellweather Crematorium, Charterhall, 255, 262-63
Akorosi, 239 262 Charterhall university,
Akorosian, 239 Billhooks, Te, 283, 285 250, 251, 262
Alcahest, 226 Binding oil, 226 Church o the Ecstasy o the
Alchemy, 209 Black Lotus, 226 Flesh, Te, 283, 286
Alias(es), 55, 56 Black salt bomb, 227 Circle o Flame, Te, 283,
Allied Claim, 149 Blade or two, A, 88 286
Ancient Altar, 109 Bloodneedle, 226 Citizenry, 283
Ancient Gate, 109, 121 Blowgun, darts, syringes, 71 City Council, 248, 283, 287
Ancient Obelisk, 109, 223 Bluecoat(s), 283, 285 City Records, 101
Ancient ower, 109 conederates, 105 City Watch (Bluecoats), 248
Ankhayat Park, 274 intimidation, 105 Claim(s)
Arcane implements, 88 Blueprints, 83 expanding, 230
Arcane speech, 212 Boat House, 95 losing, 47
320
map, 125 catastrophic and D
in prison, 149 permanent, 31 Dagger Isles, 53
roadmap, 46 resistance roll and, 32-33 consulate, 282
seizing, 46-47 severity o, 167 Danger(s), 182
Clerk Street, 262 Consort, 37, 51, 58 clocks, 16
Climbing gear, 88 details, examples o, 172 purpose o, 166
Clock(s) Conspicuous item, 225 Dark-sight goggles, 75
alert, 139, 140 Consumable item, 225 Death, 33
danger, 16 Contact Deathlands, Te, 255
actions, 17 avorite, 99 Deathlands Scavengers, 283,
game master and, 17 crew, 94 288 X
E
healing, 155 Controlled, 10, 19, 23 Deathseeker crow, 210 D
linked, 16 See also Position Deception plan, 127 N
I
long-term projects, 199 Conversation, 6 Demon(s), 212
mission, 16 Cooperation, 151 desires o, 304
progress, 15-17, 223 Cover Identities, 101, 113 types o, 304
racing, 16 Cover Operation, 101, 113, 121 Demonbane charm, 87
tug-o-war, 16 Covert Drop, 117 Demonic Attendant, 235
Cloister, 109 Craing, 224-25 Demonic Notice, 151
Closing o the Eye, 234 Demonic powers, 212
roll, 225
Coalridge, 250, 255, 264-65 Desperate position, 10,
Creations
Coalridge mine, 264 19, 23
questions, 224
Cohort(s), 95, 96-97, 153 action roll or, 48
sample, 226
harm, healing and, 97 See also Position
Crew, 91-99
modiying, 97 Detail(s), 127, 169
advancement, 49
using, 97 Devil(s), 210, 304-5
changing, 49
Coin, 42, 146 Devil’s Bargain, 21, 22, 89,
creation, 92-94, 99, 202 192, 198
removing rom stash, 43
use o, 42 game and, 186 Devil’s ooth, Te, 272
Cold, 14 types o, 2, 92 Devilroot, 227
Command, 37, 58 upgrades, 49, 94, 95, 99, 230 Dice roll, 7, 22
details, examples o, 171 Criminal activity, 125 double-duty, 23
Commission Day, 245 Critical, engagement, 8
Complex item, 225 example o, 141 twice or same thing, 199
Complication(s), 30 success, 7 Dimmer Sisters, Te, 137-
clocks and, 16, 17 Crow’s Foot, 250, 255, 44, 283, 288
examples o, 170-81 266-67 Dockers, 283
serious, 30 Crow’s Nest, 266 Docks, Te, 255, 268-9
twist or, 307 Crows, Te, 250, 283, 287 Documents, 88
Concealed palm pistol, 83 Cult, 108-111 Doskvol, 1, 2, 237
Conditions. See rauma. Cutter(s), 2, 52 academia in, 251
Conflict, 41 items, 63 calendar, 245
Consequence(s), 27, 30-31, playbook, 61-63 city events in the
168, 169, 183 Cyphers, 283 newspapers and, 281
321
cults, ringe in, 282 Drugs, 226 trigger or, 48, 49, 52, 55
cultures in, 239 Dundridge & Sons, 272 vice and, 157
districts in, 255 Dunslough, 255, 270-71 Expert creation, 96
ood in, 246-47 Dunslough Ghetto, 270 Eyeblind, 226
hearsay about, 280 Dunvil Labor Camp, 270
F
history in, 238 Dusk, Te. See Doskvol
Faction(s), 44-47, 282-97
hours in, 240 Duskwall. See Doskvol
clocks, 17
institutions in, 282 Dust Day, 245
downtime and, 158
labor and trade in, 282
landmarks in, 255
E status changes and, 45
Ease, Te, 274 status levels and, 46
languages in, 239
Echoes, 252 Failure(s), 168, 198
law and order in, 248
Edges, 96 Faith, 55, 299
lights in, 240
Eeleries and Farms, 255 Falling Star sword art, 234
map o, 254
Effect(s), 24, 26, 167, 169 Family names, 56
plasma in, 242-43
assessment, 27 Favors, 232
remarkable occurences in,
281 dominant actors o, 25 Fearsome, 96
rogue spirits in, 252 great, 20, 24 Feeding, 218
rumors on the street in, level and, 15, 20, 22 Fiction-first gaming, 161-62
281 limited, 20, 24 Fighting Pits, 105
seasons in, 245 modifiers, 24-25 Fine items, 24
underworld actions in, reduced, 30 bottle o whiskey, 83
250, 282 setting, 29 clothes, jewelry, 79
weather in, 245 standard, 20, 24 cover identity, 83
Doskvol Academy, 251, 278 trading position or, 26 disguise kit, 79
Doskvorn, 245 zero, 25, 198 hand weapon, 63
Downtime, 17, 33, 36, 145, Electroplasm, 210 heavy weapon, 63
161-62 Electroplasmic ammo, 67 lightning-hook, 87
activity(ies), 8, 42, 145, Electroplasmic power, 216 loaded dice, 79
153-59 Elite, 96 lockpick, 75
activities summary, 158 adepts, 108 long rifle, 67
entanglements and, 150-52 rooks, 112, 116 pair o pistols, 67
flashbacks and, 132 rovers, 120 shadow cloak, 75
heat and, 147-48 skulks, 116 spirit mask, 87
incarceration and, 148 thugs, 108, 112 tinkering tools, 71
payoff and, 146 Engagement roll, 8, 9, 127, trick cards, 79
phase, 8, 9 128-29, 132 wrecker tools, 71
prison claims and, 149 examples o, 130-31, 137 Finesse, 58
Drain, 214, 216 Entanglements, 8, 42, 145, details, examples o, 173
Dream essence, 227 150-52 Fire oil, 226
Dream Smoke, 226 Envoy, 101 Fixer, 101
Dri oil, 227 Escape, 143 Flashback(s), 128-29, 132
Drown powder, 226 Evasion, 138 examples o, 133
Drug Den, 117 Experience points (xp), 48 limits o, 132
322
Flash Bomb, 227 non-player character and Ghostly secondary effects,
Flaws, 96 action or, 192 304
Fleet, 121 opening scene by, 203 Gloom, 214
Flipped, 151 opportunities, 188-89 Glorious Visage, 235
Fog Hounds, Te, 283, 289 player’s lead and, 190 Goal(s), 18
Fogcrest, 274 principles, 193 o game master, 187
Foreign Market, 113 questions or, 188 Gondoliers, 283, 289
Forgotten Gods, Te, 234, resets and, 206-7 Gratitude, 245
235, 283, 305 series countdowns, 206 Gray Cloaks, Te, 283, 290
Fortune roll, 7, 34-35, 128, starting situation, 203 Grenade, 226
152, 220, 233 starting situation Grinders, Te, 283, 290 X
example, 204 E
Foundation, Te, 283 Group action, 97 D
Frame Upgrade, 217 thinking off-screen, 192 example o, 139 N
I
Free play, 8, 9 trouble and, 191 leading, 134
Friends, 55, 57 Gameplaying, 1, 3-4 Guard Payoff, 149
Fringe actions, 282 abstraction vs. details, 169
action, dangers in, 166-67 H
G action roll trigger, 163-64 Hadrathi, 238
Gaddoc Rail Station, 255 actions details in, 169-81 Hagfish Farm, 101, 117
Gadget(s), 71 best practices or players, Hardcase, 149
sample, 227 182-85 Harm, 30, 31, 155
Gambits, 233 consequences, ailures in, examples o, 31
Gambling, 55, 301 168 Haunted, 14
den, 117 materials needed, 4 Hawker(s), 112-15
Game changes, 229-33 non-player characters Healing Clock, 155
advanced abilities, and, 167 Heartcalm, 227
permissions, 234-35 pausing, 41 Heat, 8, 145, 147-48
scope expansion, 230 precedents and, 168 reducing, 155, 159
Game phases, 8 score game, crew game Heritage, 53, 57
Game structure, 8 and, 186 Hidden Lair, 95
Game Master (GM), 3 sessions and, 3 Hive, Te, 250, 283, 291
actions o, 188-192 Gang Hold, 44
bad habits to avoid, 197-99 creation o, 96 reducing, 45
best practices, 194-96 scale, by tier, 44 Hollow, 210
cast, crew changes by, 207 trouble and, 151 Home Day, 245
character, crew creation types, 96 Horde, Te, 283
and, 202 Gather inormation, 36-37 Horrors, 252
clocks and, 192 Ghost(s), 210 Hound(s), 2, 52
consequences and, 192 key, 87 items, 67
devil’s bargains and, 192 map, 223 playbook, 65-67
first session prep by, 201-2 oil, 227 Hull, 33, 210, 211
ollow through by, 191-92 playbook, 214-15 playbook, 216-17
game example or, 204-5 reconciled, 252 stages o creation, 227
goals o, 187 scourge, 227 Human sacrifice, 110
323
Hunt, 37, 58 L Luxury Fence, 121
details, examples o, 174 Labor Luxury Venue, 113
Hunting grounds, 93, 99 background, 54
M
actions, 282
I Lair, 47, 93, 99
Magic, 200
Imperial Calendar, 245 Magistrates, 248
hidden, 95
Imperial Military, 284 Magnitude, 34, 220
secure, 95 table, 221
Incarceration roll, 148 Lampblacks, Te, 250, 284,
Independent, 96 Manacles and chain, 63
291
Infirmary, 101, 105, 117 Market Day, 245
Lantern, 88
Master Warden’s estate, 278
Inormants, 101, 113, 117, Law
Mastery, 95
121 background, 54
Menagerie, Te, 268
Ink Lane, 268 curricula, 251
Military background, 54
Ink Rakes, 284 order and, 248
Ministry o Preservation,
Insight, 32 Leech(es), 2, 52 284, 293
Inspectors, 248, 284 items, 71 Mire, Te, 270
Institutions playbook, 69-71 Mistshore Park, 276
actions, 282 Legacy, starting, 91 Monetary values, 42
law and order, 248 Leviathan hunters, 284, 292 Moon Dagger, 234
Interrogation, 152 Lie essence, 227 Moontide, 245
chamber, 117 Liestyle quality, 42, 43
Ironhook Prison, 255, 270 Light climbing gear, 75 N
Lightning ower, 256 Name(s), 55, 56
Ironworks, Te, 264
Line Trower, 227 demons, o, 304
Iruvia, 53
Load, 57, 127 Need, 214
Iruvian(s), 239 Nightmarket, 255, 272-73
consulate, 282 Local Gra, 113
Long-term project, 16-17, Noble background, 54
sword arts, 234 Non-player character(s)
36, 154, 159
Item(s), 88-89 (NPC)
clock, 199
acquiring, 153, 154 action initiation with, 192
Looks, 55, 56
character items 63, 67, 71, downtime and, 158
Lookouts, 113, 117
75, 79, 83, 87 threat levels and, 167
Lord Governor, 248
drawbacks o, 225 Lord Governor’s Stronghold, North Hook. See Doskvol
modifications or, 225 278 North Hook Company, Te,
rare, 225 Lord Scurlock, 284, 294 268
unreliable, 225 Lost, 156, 159 North Hook Lighthouse,
volatile, 225 278
Lost, Te, 284, 292
See also Fine items Lost District, Te, 255 0
J Loyal, 96 Obligation, 55, 299
Loyal Fence, 117 Obsessed, 14
Jayan Park, 262
Lurk(s), 2, 52 Obstacle, 15
Judgment calls, 6
items, 75 Occult plan, 127
K playbook, 73-75 Offertory, 109
Kellen’s, 260 Luxury, 55, 299 Oils, 226
324
Old North Port, 255 setting, 29 Requiem, 245
Old Rail Yard, Te, 264 starting, 130, 204 Resistance
Opening scene, 203 trading or effect, 26 hardcore, 231
example o, 204 worse, 31 roll, 7, 11, 13, 32-33
Opportunity Possessed, 210 tweaking, 231
lost, 30 Potency, 24 uncertain, 231
risky, 23 Potions, 226 Resolve, 32
Outcome(s), 129 Precedents, 168 Responsibility, 183
bad, 7 Principled, 96 Retirement, 43
entanglement rolls, 129 Prison claims, 149 Rising Moon sword art, 234
examples o, 140-41 Project. See Long-term project Risky position, 10, 19, 23 X
E
ortune rolls and, 34 Protect, 135 See also Position D
Overindulge, 156, 159 Protection racket, 101, 105 Ritual(s), 209, 222 N
I
Prowess, 32 answers or, 222
P Prowl, 51, 58 learning, 222
Paranoid, 14 details, examples o, 175 perorming, 223
Parole influence, 149 Pushing sel, 13, 20 22, 24, questions or, 222
Path o Echoes, Te, 235, 25, 31 sample o, 223
284
Q source o, 222
Payoff, 8, 145, 146
Quality, 95, 114 Rival(s), 57, 152
People, 302-3
actor, 24 selection o, 55
Pistol, 88
gang, 96 Rogue spirit(s), 152, 252
Plan(s)/planning, 127
rating, 34 Roleplaying, 5
engagement and, 127
Quarters, 95 fiction-first in, 161-62
example o, 137
Questioning, 152 vice and, 157
flashbacks and, 185
Quicksilver, 226 Rooks, 96
linked, 131
Quiet Operations, 102 Rovers, 96
out o hand, 198
Rowan House, 276
projects and, 185 R
Plasm, 242-43 Radiant energy, 247 S
Play example, 39-40 Radiant Energy Sacred Nexus, 109
Playbook, 57 Farm, 256 Sailors, 284
changing, 49 Rage essence, 63, 226 Saltord’s, 268
choosing, 52-53 Rail Jacks, 284 Sanctorium, 258
Player character(s) (PC), 2 Rare Item, 225 Sanctuary, 109
advancement, 48 Reckless, 14 Sash Fighting, 234
best practices, 182-85 Reconciled, Te, 284, 293 Savage, 96
conflicts and, 41 Recover, 155, 159 Scale, 24, 25
Pleasure, 55, 299 Red Sashes, Te, 250, 284, 294 gang, 96
Poisons, 226 Red Sash Sword Academy, 266 Scary weapon/tool, 63
Poor Beginnings, 231 Remote Viewing, 212 Science, 200
Portal to the Depths, 223 Rep (reputation), 44, 93, Score(s), 9, 125
Position(s), 10, 19, 20, 22, 99, 146 client/target, 306
23, 167, 169 Reprisals, 152 connected to person, 307
325
downtime and, 133 Skirmish, 51, 58 Spirit Wardens, 210, 284,
engagement roll, 128-30 details, examples o, 176 296
examples o, 137-44, 205 Skovic, 238 Spiritbane charm, 88
actions and, 307 Skovlan, 53 Spyglass, 67
flashbacks and, 132-33 consulate, 282 Standstill, 226
game and, 186 Scovlander(s), 214 Starting position, 130
giving up on, 133 reugees, 284 example o, 204
linked plans and, 131 Skulks, 96 Starting situation, 203
loads and, 127 Skullfire, 226 Stash, 42, 43
outcomes and, 129 Slide(s), 2, 52 downtime and, 78
plans and, 127 items, 79 removing coin rom, 43
teamwork and, 134-35 playbook, 77-79 tracker or, 43
twist or complication and, Smoke bomb, 226 Status, 45
307 Smugglers, 120-23 Stealth plan, 127
work and, 306 Smuggling, 149 Storytelling, gothic, 200
Scoundrel(s), 51 Social plan, 127 Strange ravel, 212
lie o a, 182 So, 14 Strangord House, 260
Scovlanders, 53, 239 Soul, 210 Strathmill House, 266
Scurlock Manor, 276 Spark, 226 Street Fence, 105
Secret Pathways, 117 Spark Grounds, Te, 274 Streets, 300
Secret Routes, 121 Spark-cra, 209 Strength and Speed, 212
Secure Lair, 95 Sparkwrights, 284, 295 Stress, 13, 22
Series countdowns, 206 Special abilities, 48, 49, 52, cost, flashbacks and, 132
Serious complication, 30 54, 57, 230 purpose o, 166-67
Servants, 282 crew, 94, 99 relie, vice and, 156
Service, 153 Special Armor, 54 rituals and, 223
Sessions, 3 Special ormulas, sample, supernatural and, 14
Setting, 1-2 227 using, 184
Setup, 135 Special mission, 125 Study, 37, 58
maneuver, 131 Special plans, sample, 227 details, examples o, 177
Severos, 53 Specters, 252 Stupor, 55, 299
Severosi consulate, 282 Spectrology, 209, 210 Subteruge supplies, 88
Shadows, 116-19 Spider(s), 2, 52 Success, 7
Shattered Isles, 209, 308 items, 83 critical, 7
Sheets, Te, 260 playbook, 81-83 ull, 7
Showdown at the docks Spirit partial, 7
example, 39-40 bells, 210 Summoned
Side Business, 121 bottles, 87 horrors, 213, 304
Sight potion, 227 characters, 213 Supernatural stress, 14
Silence potion, 75 invisibility and, 219 Surplus Cache, 113
Silkshore, 255, 274-75 lamp, 227 Survey, 37, 58
Silver Market, 258 link, 235 details, examples o, 178
Silver Nails, Te, 284, 295 mask, 87 Sway, 37, 59
Six owers, 255, 276-77 well, 109, 210 details, examples o, 179
326
T background, 54 Whitecrown, 255, 278-9
angletown, 266 actions, 282 Wild, 96
apped, 156, 159 Unison, 245 Workshop, 95
avern, 117, 121 Unity Park, 258 Wraiths, Te, 284, 297
eamwork maneuvers, 110, Unquiet dead, 152, 210 Wreck, 59
134-35 Unreliable, 96 details, examples o, 181
enacious, 96 Unseen, Te, 250, 284, 297
errorized Citizens, 105 Unstable, 14
Tought essence, 227 Unusual weapon, 88
Trowing knives, 88 V
Tugs, 96 Vampire, 33, 210, 211 X
ier, 44 E
playbook, 218-19 D
advancement and, 42 strictures o, 218 N
I
level o, 24 Vault, 95
rating, 34 Vehicle, 153
tied to liestyle, 231 cohort, 122
inker, 59 Veil, Te, 272
details, examples o, 180 Vial o slumber, 83
inkering tools, 88 Vice, 55, 57, 156-57, 159
ouchstones, 4, 201 den, 101, 109, 113, 121
oughness, 106 ignoring, 157
rade indulging, 155, 156
background, 54 purveyors, 155, 299
actions, 282 roll, 157
rain, 155, 159 Vicious, 14
rained hunting pet, 67 Victim rophies, 101
raining, 95 Vigilantes, 232
rooms, 101 Viper potion, 226
rait, 7 Vitality potion, 227
rating, 7, 34 Void Sea, Te, 255
rance powder, 79, 226 Vreen’s Hound Races, 272
ransport plan, 127
rauma, 13-14 W
conditions, 14 Wanted levels, 148
ignoring vice and, 157 War, 45-46, 147, 153
rouble, 182-83 War in Crow’s Foot, 204-5
gamemaster and, 191 Warehouses, 105, 121
rust issues, 233 Wear, 216
ur, 45, 47 Weasel, 183
ycheros, 53 Weeping Lady, Te, 284
Weird, 55, 299
U Whisper(s), 2, 52, 210, 211
Ul Ironborn, 284, 296 items, 87
Underworld, 250
playbook, 85-87
327