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In association with One Seven Design


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Blades in the Dark


Copyright © 2017 John Harper.
All rights reserved.

First published in 2017 by Evil Hat Productions, LLC.


10125 Colesville Rd #318, Silver Spring MD 20901

Evil Hat Productions and the Evil Hat logo are trademarks owned by Evil Hat
Productions,
Productions, LLC. All rights reserved.

Evil Hat product number: EHP0030


Digital Release, March 28, 2017. v8.2

Printed in the USA.

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CREDITS

J��� H�����
Game Design, Writing, Layout, Art, and Cartography 

S���� A������� S��� N������


Consulting Designer  Developmental Editor 

 Additional
 Additional Material
Material by 
S���� A�������, V����� J. A����,
D���� F�������, D���� G����,
S��� N������, ��� A����� S������

F��� H����
Director o Operations or Evil Hat 

S��� N������
Director o Projects or Evil Hat 

C����� H�����
 Marketing
 Marketing Manager
Manager or Evil
Evil Hat 
Hat 

C���� H�������
Business Development or Evil Hat 

K���� T������
T������
Copy Editor 

R��� T����
Indexer 

Visit the website or character sheets and other game materials
www.bladesinthedark.com
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 Slier,
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, Stean 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 Craword.
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

THE BASICS 1 GATHERING INFORMATION


INFORMATION .... 36
Te Game.................................................1 EXAMPLE OF PL AY .................... 39
Te Setting ...............................................1
PC VS. PC .................................... 41
Te Players...............................................2
Te Characters ........................................2 COIN &  STASH
STASH ............................ 42
Te Crew ..................................................2
THE FACTION
FACTION GAME .................
................. 44
Te Game Master ...................................3
ier .........................................................44
Playing A Session...........
Session.....................
....................
...............3
.....3
Hold ........................................................44
Beore You
You Start ...........................
............ ..........................
...........33
Development
Development .............................
.............. ...........................44
............44
ouchstones
ouchstones.............................
............... ............................
................4
..4
ur .........................................................45
What You
You Need o Play .........................
.............. ...........44
Faction Status
Status ............................
............. ...........................45
............45
Making Te Game Your Your Own ...............5
............. ..5
Claims ....................................................46
THE CORE SYSTEM ......................6
ADVANCEMENT
ADVANCEMENT ......................... 48
Te Conversation ...................................6
PC Advancement .............................
.............. ....................48
.....48
Judgment
Judgment Calls .............................
.............. ..........................
...........66
Crew Advancement...........................
............. .................49
...49
Rolling Te Dice .....................................7
Changing Playbooks Or Crew ype ...49
Te Game Structure ...............................8
ACTIONS &  ATTRIBUTES .........
........... 10 CHARACTERS 51
CHARACTER CREATION
CREATION ...........52
........... 52
STRESS &  TRA
 TR AUMA .................... 13
Character Creation Summary.............57 ............ .57
PROGRESS CLOCKS ...............
...................
.... 15 Actions ...................................................58
ACTION ROLL ............................. 18 CUTTER
CUTT ER ...................................... 61
Action Roll Summary ..........................22
HOUND ....................................... 65
EFFECT ....................................... 24
LEECH ......................................... 69
Consequences .......................................27
LURK ........................................... 73
SETTING POSITION &  EFFECT
 EFFECT ...29
SLIDE .......................................... 77
CONSEQUENCES &  HARM.........
......... 30
SPIDER ........................................ 81
RESISTANCE &  ARMOR .......
.............32
......32
Death ......................................................33 WHISPER .................................... 85
FORTUNE ROLL.......................... 34 STANDARD
STANDARD ITEMS ..................... 88
THE CREW 91 HOW TO PLAY 161
CREW CREATION....................... 92 Fiction-First Gaming ........................ 161
Crew Upgrades .....................................95 riggering Te Action Roll............... 163
Cohorts ..................................................96 How o Choose An Action .............. 166
Cohort Harm & Healing......................97 Te Purpose O Dangers & Stress ... 166
Crew Creation Summary .....................99 NPC Treat Levels ............................. 167
Tere’s Always A Consequence........ 168
ASSASSINS ................................ 100 Failing Graceully .............................. 168

BRAVOS .................................... 104 Setting Precedents ............................. 168


Abstraction Vs. Details ..................... 169
CULT ......................................... 108 Attune.................................................. 170

HAWKERS ................................. 112 Command........................................... 171


Consort ............................................... 172
SHADOWS ................................. 116 Finesse ................................................. 173
Hunt .................................................... 174
SMUGGLERS ............................. 120
Prowl ................................................... 175
Skirmish .............................................. 176
THE SCORE 125 Study.................................................... 177
PLANNING &  ENGAGEMENT .. 127 Survey.................................................. 178
Te Detail ........................................... 127 Sway ..................................................... 179
Item Loadouts .................................... 127 inker.................................................. 180
Engagement Roll................................ 128 Wreck .................................................. 181
Linked Plans ....................................... 131 PLAYERS’ BEST PRACTICES .... 182
Flashbacks........................................... 132
Giving Up On A Score ...................... 133
RUNNING THE GAME 187
TEAMWORK ............................. 134
GM GOALS ................................ 187
EXAMPLE SCORE ..................... 137
GM ACTIONS ............................ 188

DOWNTIME 145 GM PRINCIPLES ....................... 193

PAYOFF ..................................... 146 GM BEST PRACTICES .............. 194

HEAT ......................................... 147 GM BAD HABITS ...................... 197


Incarceration ...................................... 148 STARTING THE GAME ............. 201
Prison Claims ..................................... 149 Starting Situation ............................... 204
ENTANGLEMENTS ................... 150 THE DARK FUTURE ................. 206
DOWNTIME ACTIVITIES ........ 153
STRANGE FORCES 209
VICE .......................................... 156
Stress Relie......................................... 156 Te Unquiet Dead ............................. 210
Indulging Your Vice .......................... 156 Devils .................................................. 210
Whispers ............................................. 211
DOWNTIME ACTIVITIES Hulls .................................................... 211
IN PLAY .................................... 158 Vampires ............................................. 211
Npc & Faction Downtime ................ 158 Demons ...............................................212
Downtime Activities Summary ....... 159 Summoned Horrors .......................... 213
Spirit Characters ................................ 213 Coalridge ............................................ 264
Crow’s Foot......................................... 266
GHOST ...................................... 214
Te Docks ........................................... 268
HULL ......................................... 216 Dunslough .......................................... 270
Nightmarket ....................................... 272
VAMPIRE .................................. 218
Silkshore ............................................. 274
MAGNITUDE ............................ 220 Six owers........................................... 276
Whitecrown........................................ 278
RITUALS ................................... 222
Sample Rituals.................................... 223 OVERHEARD IN DUSKWALL .. 280
CRAFTING ................................ 224 FACTIONS ................................. 283
Sample Creations ............................... 226
Sample Special Formulas .................. 227 VICE PURVEYORS .................... 299
Sample Gadgets & Special Plans ...... 227 STREETS ................................... 300
Crafing Example............................... 228
BUILDINGS ............................... 301

CHANGING THE GAME 229 PEOPLE ..................................... 302


Expanding Te Scope........................ 230 DEVILS ...................................... 304
weaking What’s Tere ..................... 231
Making Something New................... 233 SCORES ..................................... 306

ADVANCED ABILITIES
THE SHATTERED ISLES 308
&   PERMISSIONS ....................... 234

Iruvian Sword Arts ............................ 234 World Map.......................................... 309


Te Forgotten Gods........................... 234
Te Path O Echoes ........................... 235 INDEX ....................................... 320
Bound o Te Demon ...................... 235

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, powerul noble amilies, vengeul 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 vengeul 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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Te point o all this is to create a pressure-cooker environment or our criminal


escapades. raveling outside the lightning barrier is a very bad idea, so it’s
impractical to “leave town and wait or the heat to die down” afer you pull off a
score. Everything the players choose to do has consequences or their characters
and shifs the balance o power around in the city—driving the action or a
sandbox style o roleplaying game. For a ull guide to Doskvol, see page 237.

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
lie as an interesting, daring scoundrel who reaches boldly beyond their current
saety 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 powerul 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.

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THE GAME MASTER


Te GM establishes the dynamic world around the characters, especially the
corrupt and wicked rulers o the city and the violent and desperate criminal
underworld. Te GM plays all the non-player characters in the world by giving
each one a concrete desire and preerred method o action.
Te GM helps organize the conversation o the game so it’s pointed toward the
interesting elements o play. Te GM isn’t in charge o the story and doesn’t
have to plan events ahead o time. Tey present interesting opportunities to the
players, then ollow the chain o action and consequences wherever they lead.     W
For more, see Running the Game, page 187.
    E
    I
    V
    R
    E
PLAYING A SESSION     V
So, what’s it like to play? A session o Blades in the Dark is like an episode o a V     O
show. Tere are one or two main events, plus maybe some side-story elements,
which all fit into an ongoing series. A session o play can last anywhere rom two
to six hours, depending on the preerences o the group.
During a session, the crew o scoundrels works together to choose a criminal
score to accomplish (either by getting a job rom an NPC or by creating their own
operation), then they make a ew dice rolls to jump into the action o the score
in progress. Te PCs take actions, suffer consequences, and finish the operation
(succeed or ail). Ten the crew has downtime, during which they recover, pursue
side-projects, and indulge their vices. Afer downtime, the players once again
look or a new opportunity or create their own goals and pursuits, and we play
to find out what happens next.
A given game session is typically one score and the ollowing downtime, plus
exploration and discovery o a new opportunity. As your group gets more amiliar
with the game, you might be able to pack more into a session, even doing two
scores in an evening o play.
Afer a dozen sessions or so, you might decide to have a break in the flow o the
story and start up a “season two” series—possibly with a slightly different cast
o characters and a new starting situation.

BEFORE YOU START


Read this book once through. You won’t immediately understand everything until
you see it play. You won’t get all the rules right the first time. Tat’s fine; the rules will
make more sense when you read them again afer you play. Te system o Blades in
the Dark is designed to be learned as an ongoing process—each time you play
you’ll get better until everything is second nature.
You might be the only person in the game group that’s read the book—that’s
fine, too, but then it’s on you to convey everything to the other players, so that’s
a job you’re taking on. You can send everyone the link to the Player Kit PDF on
bladesinthedark.com, i players want to look at it ahead o time.

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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.

 WHAT YOU NEED TO PLAY


 Players: two to our. Plus one Game  Keep this book handy or reerence.
Master.  Some blank paper and index cards
 A handul o six-sided dice. At least six. or notes and sketches. Pencils and
 Printed copies o the character markers.
playbooks, crew sheets, and  Beverages and snacks are nice. It’s a
reerence sheets + maps (available at social event, afer all.
bladesinthedark.com).

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MAKING THE GAME YOUR OWN


Roleplaying is, at its essence, an expressive act. Everything in this book exists
to help you and your riends express yourselves by creating collaborative social
fiction about a crew o daring scoundrels. You have interesting things to say,
and it’s my job to inspire you and maybe also point out a ew interesting things
I’ve come up with, too. But it’s not my job to tell you exactly what to say about
everything.
Some elements o the game setting are meant to emerge in play, as an act
o discovery and creative interpretation. I don’t come right out and tell you     W
    E
    I
everything about the nature o ghosts, or example. Tere are several possible
    V
concepts, rom which you are ree to pick and choose as you go along—making     R
    E
the game your own as you do. Once this game is in play, it’s yours and yours     V
alone. You’re not beholden to anyone.     O
Tis book is a distillation o best practices and useul elements. It’s one leg o the
tripod that orms the basis or successul play: Te book, your group, and the
online community. Roleplaying is a social and perormative art orm, and as such,
it benefits greatly rom recorded videos o play and active online communities o
discussion. I something about the game eels elusive to you, jump on Youube
and watch another group do it and maybe that will make it click. We all learn
in different ways. Tis text is most useul or people who learn by reading. Te
online communities are good or people who learn by discussion. And videos
are good or more auditory or social learners.
Visit bladesinthedark.com or links to the online community and videos o
actual play.

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1

the core system


THE CONVERSATION
A roleplaying game is a conversation between the GM and the players, punctuated
by dice rolls to inject uncertainty and surprising turns.
Te GM presents the fictional situation in which the player characters find
themselves. Te players determine the actions o their characters in response
to the situation. Te GM and the players together judge how the game systems
are engaged. Te outcomes o the mechanics then change the situation, leading
into a new phase o the conversation—new situations, new actions, new
 judgments, new rolls—creating an ongoing fiction and building “the story” o
the game, organically, rom a series o discrete moments.
No one is in charge of the story. Te story is what happens as a result o the situation
presented by the GM, the actions the characters take, the outcomes o the mechanics,
and the consequences that result. Te story emerges rom the unpredictable collision
o all o these elements. You play to find out what the story will be.

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 oreront
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 maniest 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 belies, 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

ROLLING THE DICE


Blades in the Dark uses six-sided dice. You roll several at once and read the
single highest result.
 I the highest die is a �, it’s a full success—things go well. I you roll more than
one �, it’s a �������� success—you gain some additional advantage.
 I the highest die is a � or �, that’s a partial success—you do what you were
trying to do, but there are consequences: trouble, harm, reduced effect, etc.     M
    E
    T
 I the highest die is �-�, it’s a bad outcome. Tings go poorly. You probably     S
don’t achieve your goal and you suffer complications, too.     Y
    S
I you ever need to roll but you have zero (or negative) dice, roll two dice and take     E
    R
the single lowest result. You can’t roll a ��������  when you have zero dice.     O
    C
All the dice systems in the game are expressions o this basic ormat. When you’re     E
    H
first learning the game, you can always “collapse” back down to a simple roll to     T
 judge how things go. Look up the exact rule later when you have time.
Te most common result is �/�: partial success. Tis means that your character
will tend to succeed, but at a cost—you’ll rarely get away clean. Blades in the
Dark is a game about underdog characters who are in over their heads. Te dice
mechanic reinorces this by making partial success crop up again and again. Tis
is a good thing! rouble is where the un o the game happens.
o create a dice pool or a roll, you’ll use a trait (like your F������ or your
P������ or your crew’s ier) and take dice equal to its rating . You’ll usually
end up with one to our dice. Even one die is pretty good in this game—a 50%
chance o success. Te most common traits you’ll use are the action ratings o
the player characters. A player might roll dice or their S�������  action rating
when they fight an enemy, or example.
Tere are our types o rolls that you’ll use most ofen in the game:
 A����� ����. When a PC attempts an action that’s dangerous or troublesome,
you make an action roll to find out how it goes. Action rolls and their effects
and consequences drive most o the game. See page 18.
 D������� ����. When the PCs are at their leisure afer a job, they can
perorm downtime activities in relative saety. You make downtime rolls to
see how much they get done. See page 153.
 F������ ����. Te GM can make a ortune roll to disclaim decision making
and leave something up to chance. How loyal is an NPC? How much does the
 plague spread? How much evidence is burned beore the Bluecoats kick in the
door?  See page 34.
 R��������� ����. A player can make a resistance roll when their character
suffers a consequence they don’t like. Te roll tells us how much stress their
character suffers to reduce the severity o a consequence. When you resist that
“Broken Leg” harm, you take some stress and now it’s only a “Sprained Ankle”
instead. See page 32.

7
1

THE GAME STRUCTURE


Blades in the Dark has a structure to play, with our parts (see the diagram at
right). By deault, the game is in free play —characters talk to each other, they
go places, they do things, they make rolls as needed.
When the group is ready, they choose a target  or their next criminal operation,
then choose a type o plan to employ. Tis triggers the engagement roll  (which
establishes the situation as the operation starts) and then the game shifs into
the score phase. See page 125 or more details.
During the score, the PCs engage the target—they make rolls, overcome obstacles,
call or flashbacks, and complete the operation (successully or not). When the
score is finished, the game shifs into the downtime phase.
During the downtime phase, the GM engages the systems or payoff , heat , and
entanglements, to determine all the allout rom the score. Ten the PCs each
get their downtime activities, such as indulging their vice to remove stress or
working on a long-term project. See page 145 or details on downtime. When
all the downtime activities are complete, the game returns to free play  and the
cycle starts over again.
Te phases are a conceptual model to help you organize the game. Tey’re
not meant to be rigid structures that restrict your options (this is why they’re
presented as amorphous blobs o ink without hard edges). Tink o the phases as
a menu o options to fit whatever it is you’re trying to accomplish in play. Each
phase suits a different goal.
During ree play, the game is very fluid—you can easily skim past several events
in a quick montage; characters can disperse in time and space, doing various
things as they please. When you shif into the score phase, everyone leans orward
and knows that it’s time to ocus and get the job done. Te camera zooms down
into the action, obstacle to obstacle, as each challenge is aced. Te players use
flashbacks to elide time and establish previously unseen preparations. Ten when
the score is over and you shif to downtime, the pressure’s off. Te PCs are sae
and can enjoy a brie respite rom danger to recover and regroup beore they
 jump back into the cycle o play again.

8
1

    E
free play     R
    U
    T
Character Scenes     C
    U
Actions & Consequences     R
    T
Gather Inormation     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
1

 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 perorm that action. Action ratings don’t F������
 just represent skill or training—you’re ree to describe how your
H���
character perorms 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 perorm 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 perorm 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 “deault” 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.

10
1

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 beore     S
    E
you can take your own action. For example, when you duel the master sword-     T
    U
fighter, she disarms you beore 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
powerul ghost and attempt to A����� with it to control its actions. But beore     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

������� ������ � ��������� �������

insight Tis character has a H��� action rating o 1.


Teir I������ attribute rating is 1 (the first
    ����
column o dots).
    �����

    ������

    ������

prowess Tey also have P���� 1 and S������� 2.


Teir P������ attribute rating is 2.
    �������
    �����

    ��������

    �����

resolve

    ������
    �������

    �������

    ����

11
1

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 knie 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 perormance. 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).

13
1

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 lie 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 saety 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 transorm 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 lie, you earn xp or it. (See Advancement, page 48.)

STRESS & THE SUPERNATURAL


A close encounter with a spirit or demon is a harrowing experience. By deault, the
standard effect is to either paralyze a person with ear or panic them into fleeing
rom its presence. A PC can choose to reeze up or flee or make a resistance roll
with R������ to ignore the effect. Characters with lots o exposure to spirits,
such as Whispers, Rail Jacks, and occultists become less susceptible and only
ace ear or panic rom exceptionally powerul entities.
Being possessed by a spirit inflicts a level o ������ at the end o every week.
Once the possessed body suffers its ourth level o ������, it can no longer
sustain its lie. Te possessing spirit must either bond with the corpse (becoming
a vampire) or abandon it and seek out a new host.
Mind-bending horrors (such as the physical maniestation o a orgotten god)
may have additional effects on sight (in addition to causing viewers to reeze up
or flee). You may choose to resist them, too, as normal. When you behold the
 glorious horror o the Cloud o Woe, you stand rozen in place as it envelops you,
and you crave to drink deeply rom its dark essence.

14
1

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 sae 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!

15
1

������ ������
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 beore 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
beore 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 “Deense” and
then a linked clock or “Vulnerable.” Once you overcome the “Deense” clock,
then you can attempt to overcome the “Vulnerable” clock and deeat her. You
might affect the “Deense” clock with violence in a knie-fight, or you lower her
deense 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 reugee 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 perect 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.

16
1

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 deault 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
interere with, and also consider how a PC operation might affect the NPC clocks,
whether the players intended it or not.

PROGRESS CLOCKS IN PLAY


Infiltrating Strangford House
Te scoundrels are sneaking into Lord Strangord’s house to steal his
 personal log book (in which he keeps the secret maps and hunting
methods or his leviathan hunter ship—worth a small ortune to �����
the right buyer). Te GM makes a progress clock or the alert level
o Strangord’s personal staff and bodyguards. She makes a 4-clock because
it’s a single house, not a sprawling estate—only a ew suspicious events will
rouse the whole place. During the operation, Silver rolls to P���� through the
 first floor and rolls a �/�. She gets past, but the complication is a tick on the
“Alert” clock. Te GM ticks it once to represent the threat level o the kitchen
staff downstairs—they’re not trained security, so limited effect is called or.
Later, when Cross rolls a �-� on a desperate action to sneak into Strangord’s
 private suite, the GM fills three segments—the Lord’s bodyguards are ier IV
 proessionals and are experts at spotting trouble. Tis fills the clock! When Cross
eases the door open, he’s set upon by the first pair o bodyguards, while the other
two attempt to hustle Strangord (and his precious book!) out the back way.
 Assaulting the Red Sashes
Te scoundrels attack the lair o the Red Sashes, in
a final showdown to see which group will survive
to control the drug market in Crow’s Foot. Te GM
��� ��
makes a clock or the orces o each gang. As the PCs ������ ����
take actions and suffer consequences, the GM ticks the
clocks to show the waning strength and morale o each side. When one side’s
clock is filled, they’ve reached a breaking point—will they flee, surrender, or
 all into a suicidal rage? 

17
1

 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.

�. ��� ������ ������ ����� ����


Your goal is the concrete outcome your character will achieve when they overcome
the obstacle at hand. Maybe your goal is “I want to get into the manor house” or
it might be “I want to see who comes and goes at the house.” In both cases, the
obstacle is “the house guard patrol.” Te guards are the challenging obstacle that
may be dangerous or troublesome or the PC.
Usually the character’s goal is pretty obvious in context, but it’s the GM’s job to
ask and clariy the goal when necessary.
“You’re punching him in the ace, right? Okay... what do want to get out o this?
Do you want to take him out, or just rough him up so he’ll do what you want?” 
�. ��� ������ ������� ��� ������ ������
Te player chooses which action rating   to roll, ollowing rom what their
character is doing on-screen. I you want to roll your S������� action, then
get in a fight. I you want to roll your C������ action, then order someone
around. You can’t roll a given action rating unless your character is presently
perorming that action in the fiction.
Tere’s definitely some gray area here, where actions overlap and goals can be
attempted with a variety o approaches. Tis is by design. I your goal is to hurt
someone with violence, you might S�������  or H��� or P���� or W����,
depending on the situation at hand. I your goal is to dismay and righten an
enemy, you might C������ or S��� or W����. It’s the player’s choice.
See page 166 or more about choosing an action rating.

18
1

    L
    L
    O
    R
    N
    O
    I
    T
    C
    A

�. ��� �� ���� ��� ��������


Once the player chooses their action, the GM sets the position or the roll. Te
position represents how dangerous or troublesome the action might be. Tere
are three positions: controlled, risky , and desperate . o choose a position, the
GM looks at the profiles or the positions below and picks one that most closely
matches the situation at hand.
���������

You have a golden opportunity. You’re exploiting a


controlled dominant advantage. You’re set up or success.

You go head to head. You’re acting under duress. You’re


risky taking a chance.

You’re in serious trouble. You’re overreaching your


desperate capabilities. You’re attempting a dangerous maneuver.

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.

19
1

Choosing the position is an important judgment call and stylistic choice or your
game. More controlled action rolls mean generally saer 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 clariy 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 conront 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 clariy 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.” 

�. ��� �� ���� ��� ������ �����


Te GM assesses the likely effect level  o this action, given the actors o
the situation. Essentially, the effect level tells us “how much” this action can
accomplish: will it have limited, standard, or great effect? Effect level is explained
in detail in the next section, starting on page 24.
Te GM’s choices or effect level and position can be strongly influenced by
the player’s choice o action rating. I a player wants to try to make a new
 riend by W�������  something—well... maybe that’s possible, but the GM
wouldn’t be crazy to say it’s a desperate roll and probably limited effect. Seems
like C���������  would be a lot better or that. Te players are always ree
to choose the action they perorm, but that doesn’t mean all actions should
be equally risky or potent.

�. ��� ����� ����


You can normally get two bonus dice or your action roll (some special abilities
might give you additional bonus dice).
For one bonus die, you can get assistance rom a teammate. Tey take 1 stress,
say how they help you, and give you +1d. See eamwork , page 134.
For another bonus die, you can either push yourself  (take 2 stress) or you can
accept a Devil’s Bargain (you can’t get dice or both, it’s one or the other).

20
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T�� D����’� B������


PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t
always act in their own best interests. o reflect this, the GM or any other player
can offer you a bonus die i you accept a Devil’s Bargain. Common Devil’s Bargains
include:
 Collateral damage, unintended harm.
    N
    I
 Sacrifice ���� or an item.     A
    G
 Betray a riend or loved one.     R
    A
 Offend or anger a action.     B
    S
    ’
 Start and/or tick a troublesome clock.     L
    I
 Add ���� to the crew rom evidence or witnesses.     V
    E
 Suffer harm.     D
    E
Te Devil’s Bargain occurs regardless o the outcome o the roll. You make the     H
    T
deal, pay the price, and get the bonus die. Tere might not be an interesting Devil’s
Bargain in every situation. I one doesn’t occur to anyone right away, that’s fine.
“I know our gang is savage—i we leave them alone here with the hostages,
who knows what they’ll do. I’m gonna get all up in their aces and Command
them to keep their slaggin’ hands off.” 
“Oooh, I have a Devil’s Bargain. You can take +1d but you go too ar with your
intimidation and threats this time. I’m gonna start a new 4-clock called... ‘Te
Gang Fights Back’ and tick it three times. Mess with them this hard again, and
 you’re gonna have a gang o savages on your ass.” 
“Nice. I like it! Maybe I’ll try to un-tick some o that clock in downtime...” 
Some players like to get a little ancy or creative with Devil’s Bargains, using
them to re-write a bit o the situation, create something new in the flow o the
narrative, or shine a spotlight on a character’s weaknesses.
“Someone here is a member o your old platoon—the one you lef or dead.” 
“One o the cultists becomes obsessed with you.” 
“Your character doesn’t realize it, but one o the boats moored at the dock you’re
burning turns out to be your poor old uncle’s eel-fishing boat.” 
“Spending this much time during a meeting at a drug den... seems like you
would have to overindulge yoursel here, yeah?” 
Don’t push these bargains too hard i the player doesn’t like this kind o narrative
sleight-o-hand. It’s un or some and annoying or others.
Te Devil’s Bargain is always a ree choice. I you don’t like one, just reject it (or
suggest how to alter it so you might consider taking it). You can always just push
yoursel or that bonus die instead.
I it’s ever needed, the GM has final say over which Devil’s Bargains are valid.

21
1

�. ���� ��� ���� ��� ����� ��� ������


Once the goal, action rating, position, and effect have been established, add any
bonus dice and roll the dice pool to determine the outcome. (See the sets o
possible outcomes, by position, on the next page.)
Te action roll does a lot o work or you. It tells you how well the character
perorms as well as how serious the consequences are or them. Tey might
succeed at their action without any consequences (on a �), or they might succeed
but suffer consequences (on a �/�), or it might just all go wrong (on a �-�).
On a �-�, it’s up to the GM to decide i the PC’s action has any effect or not, or
i it even happens at all. Usually, the action just ails completely, but in some
circumstances, it might make sense or be more interesting or the action to have
some effect even on a �-� result.
Oskarr A������ to the demonic entity he ound in the secret hold o the leviathan
hunter ship. Te roll is a �-�. Te GM could say that Oskarr ails to A�����
to the demonic power, and the backlash rom the desperate ailure maniests as
 psychic harm, level 3. But it would be much more interesting i the attunement
happened, and Oskarr was conronted with this horrific entity, mind-to-mind,
right? Oskarr touches the horrible will o that ancient creature, and the twisting
madness within it overwhelms him. He suffers level 3 psychic harm, sure, but
also gets a new 6-clock: “Get Rid o Tese Nightmare Demonic Visions.” 
Each �/� and �-� outcome lists suggested consequences or the character. Te
worse your position, the worse the consequences are. Te GM can inflict one
or more o these consequences, depending on the circumstances o the action
roll. Consequences are explained in detail on page 30. PCs have the ability to
avoid or reduce the severity o consequences that they suffer by resisting  them.
See page 32 or details about resistance.
When you narrate the action afer the roll, the GM and player collaborate together
to say what happens on-screen. ell us how you vault across to the other roofop.
ell us what you say to the Inspector to convince her. Te GM will tell us how she
reacts. When you ace the Red Sash duelist, what’s your fighting style like? Etc.

 ACTION ROLL SUMMARY


 A player or GM calls or a roll. Make an action roll when the character
perorms a dangerous or troublesome action.
 Te player chooses the action rating  to roll. Choose the action that matches
what the character is doing in the fiction.
 Te GM establishes the position and effect level o the action. Te choice
o position and effect is influenced strongly by the player’s choice o action.
 Add up to two bonus dice. 1) Assistance rom a teammate. 2) Push yourself 
(take 2 stress) or accept a Devil’s Bargain.
 Roll the dice pool and judge the outcome. Te players and GM narrate
the action together. Te GM has final say over what happens and inflicts
consequences as called or by the position and the result o the roll.

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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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1

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 maniest? What additional benefit do you enjoy?  3

You achieve what we’d expect as “normal” with this


standard action. Is that enough, or is there more lef to do?  2

You achieve a partial or weak effect. How is your impact


limited diminished? What effort remains to achieve your goal?  1

 ASSESSING FACTORS
o assess effect level, first start with your gut eeling, given this situation. Ten,
i needed, assess three actors that may modiy 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 saehouse 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.

24
1

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 beore
she starts. No matter what she rolls or her action, she’ll have no effect. Tis
concept is useul 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 codiy 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

TRADING POSITION FOR EFFECT


Afer actors are considered and the GM has announced the effect level, a player
might want to trade position or effect, or vice versa. For instance, i they’re going
to make a risky roll with standard effect (the most common scenario, generally),
they might instead want to push their luck and make a desperate roll but with
great effect.
Tis kind o trade-off isn’t included in the effect actors because it’s not an element
the GM should assess when setting the effect level. Once the level is set, though,
you can always offer the trade-off to the player i it makes sense in the situation.
“I Prowl across the courtyard and vault over the wall, hiding in the
shadows by the canal dock and Lyssa’s gondola.” 
“I don’t think you can make it across in one quick dash. Te scale o the
courtyard is a actor here, so your effect will be limited. Let’s say you can get
halway across with this action, then you’ll have to Prowl through the other
hal o the space (and the rest o the guards there) to reach the other side.” 
“I didn’t realize it was that ar. Hmmm. Okay, what i I just go as ast as I can.
Can I get all the way across i I make a desperate roll?” 
“Yep, sounds good to me!” 

EFFECTS IN THE FICTION


Effects aren’t simply a matter o a level name or ticking clock segments. Afer
the action roll, when you narrate the outcome, answer the effect questions by
describing what happens “on screen.” Te answers to the questions will tell the
group what the new situation is like, creating a natural bridge to urther actions.
For a simple action, the effect level determines the end result. Do you achieve your
goal partially, ully, or with great effect? For a more complex obstacle, the GM creates a
progress clock to track the effort made to overcome it. You tick a number o segments
on the clock depending on the effect level o your action and the actors involved.
When you fill the clock, the obstacle is overcome. See Progress Clocks, page 15.
For example, i the player says “I shove him and run away,” that might be
a simple action. It will have limited, standard, or great effect on the enemy,
resulting in a new situation. Te enemy might be slowed down (limited),
knocked off their eet and delayed in the chase (standard), or even injured by
a powerul throw (great)—depending on the assessment o the actors at hand.
I the player says, “I engage this guy in a knie fight to the death,” that might be
a more complex obstacle. Te GM creates a clock or the thug’s level o threat,
then there are several action rolls to resolve the fight, each ticking the clock
according to the effect level (and risking consequences rom the outcome o each).
Go with your gut and use simple or complex obstacles as you like, moment to
moment in play. Tere’s no hard and ast rule or what’s “simple” or “complex.”

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 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 enorcer, 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 inormed 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.

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1

setting position & effect


Te GM sets position and effect or an action roll at the same time, afer the player
says what they’re doing and chooses their action. Usually, Risky / Standard is
    T
the deault combination, modified by the action being used, the strength o the     C
    E
opposition, and the effect actors.     F
    F
When you first start learning the game, you might step through the process with     E
    &
some deliberation, but afer a bit o practice, you’ll be able to set position and     N
effect with a quick “gut eeling” that can then be tweaked i a PC has a particular     O
    I
ability or item or some other element to consider as a special case.     T
    I
    S
    O
Te ability to set position and effect as independent variables gives you nine     P
combinations to choose rom, to help you convey a wide array o fictional     G
circumstances.     N
    I
    T
    T
For example, i a scoundrel is acing off alone against a small enemy gang,     E
the situation might be:     S
 She fights the gang straight up, rushing into their midst, hacking away in a
wild S������� . In this case, being threatened by the larger orce lowers her
 position to indicate greater risk, and the scale o the gang reduces her effect
(Desperate / Limited).
 She fights the gang rom a choke-point, like a narrow alleyway where their
numbers can’t overwhelm her at once. She’s not threatened by several at once,
so her risk is similar to a one-on-one fight, but there’s still a lot o enemies to
deal with, so her effect is reduced (Risky / Limited).
 She doesn’t fight the gang, instead trying to maneuver her way past them
and escape. She’s still under threat rom many enemy attacks, so her position
is worse, but i the ground is open and the gang can’t easily corral her, then
her effect or escaping isn’t reduced (Desperate / Standard). I she had some
immediate means o escape (like leaping onto a speeding carriage), then her
effect might even be increased (Desperate / Great).
 Te gang isn’t aware o her yet—she’s set up in a sniper position on a nearby
roo. She takes a shot against one o them. Teir greater numbers aren’t a
 actor, so her effect isn’t reduced, and she’s not immediately in any danger
(Controlled / Great). Maybe instead she wants to fire off a salvo o suppressing fire
against the whole gang, in which case their scale applies (Controlled / Limited).
I the gang is on guard or potential trouble, her position is more dangerous
(Risky / Great). I the gang is alerted to a sniper, then the effect may be reduced
 urther, as they scatter and take cover (Risky / Limited). I the gang is able
to muster covering fire while they all back to a sae position, then things are
even worse or our scoundrel (Desperate / Limited).

29
1

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 perormance. 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 halway 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, reinorcements 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: reinorcements 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 successul 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.

30
1

����� ��������
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 perorm 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).

HARM his character has three


���� harm: a “Shattered Right Leg”
� Shattered Right Leg  ���� (level 3) plus “Drained” and
“Battered” (level 1). I they
� -�� suffer another level 1 harm, it
will move up to level 2. I they
�������
�  Drained Battered  ������ suffer another level 3 harm, it
will move up to level 4: Fatal.
���� ��������
Fatal (4): Electrocuted, Drowned, Stabbed in the Heart.
Severe (3): Impaled, Broken Leg, Shot in Chest, Badly Burned, errified.
Moderate (2): Exhausted, Deep Cut to Arm, Concussion, Panicked, Seduced.
Lesser (1): Battered, Drained, Distracted, Scared, Conused.
Harm like “Drained” or “Exhausted” can be a good allback consequence i there’s
nothing else threatening a PC (like when they spend all night S������� those
old books, looking or any clues to Lord Scurlock’s weaknesses beore he strikes).

31
1

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.” 

32
1

RESISTANCE ROLL
1d or each A�������� rating. You reduce or avoid the effects of
the consequence (GM chooses).

Suffer 6 stress minus the highest


die result.     R
    O
    M
C�������: Clear 1 stress.     R
    A
    &
    E
    C
    N
Once you decide to resist a consequence and roll, you suffer the stress indicated.     A
    T
You can’t roll first and see how much stress you’ll take, then decide whether or     S
    I
not to resist.     S
    E
    R
 ARMOR
I you have a type o armor that applies to the situation, you can mark an armor
box to reduce or avoid a consequence, instead o rolling to resist.
Silas is taking level 2 harm, “Cut to the Ribs,” and the fight isn’t even over yet,
so Ian decides to use Silas’s armor to reduce the harm. He marks the armor box
and the harm becomes level 1, “Bruised.” I Silas was wearing heavy armor, he
could mark a second armor box and reduce the harm again, to zero.
When an armor box is marked, it can’t be used again until it’s restored. All
o your armor is restored when you choose your load or the next score. See
Loadout, page 57.

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 transer 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.

33
1

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 pilering the workshop o an alchemist, Nock is possessed by a vengeul
 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 maniests 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 ino 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 perormance 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.

Other examples o ortune rolls:


 Te PCs instigate a war between two actions, then sit back and watch the
fireworks. How does it turn out? Does either side dominate? Are they both
made vulnerable by the conflict? Make a ew ortune rolls to find out.
 A strange sickness, the Cold Slumber, is sweeping the city. How badly is Crow’s
Foot hit by the outbreak? Te GM assigns a magnitude to the arcane plague,
and makes a ortune roll to judge the extent o its contamination.

34
1

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.

35
1

gathering information
Te flow o inormation rom the GM to the players about the fictional world is
 very important in a roleplaying game. By deault, 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 inormation. Te GM will ask you how   your character
gathers the ino (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 inormation 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 inormation takes time. I the situation allows, you can try
again i you don’t initially get all the ino 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 inormation 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 beore you can gather
inormation. For example, you might have to P���� to a good hiding place first
and then S���� the cultists when they perorm their dark ritual.

�������������
Some questions are too complex to answer immediately with a single gather
inormation 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.

36
1

GATHER INFORMATION
 Ask a question and G����: You get exceptional details. he
make an action roll or inormation 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. Clariying and     T
depending on the effect
    A
ollow-up questions are possible.     M
level.     R
L������: You get incomplete or partial     O
    F
inormation. More inormation 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 Strangord 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��� Strangord’s bodyguard to confide in you about recent
events. Where has he been lately? Who’s he been meeting with? 

37
1

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 beore 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 perect 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 beore 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

art. A set o luxury clothes.


 � ����: A satchel ull o silver. A month’s wages.

 � ����: An exquisite jewel. A heavy burden o silver pieces.

 � ����: A good monthly take or a small business. A small sae ull o coins

and valuables. A very rare luxury commodity.


 �� ����: Liquidating a significant asset—a carriage and goats, a horse, a deed

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 deault. 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 beore 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 liestyle and circumstances
when they retire. See the next page.
 Spend ���� when you advance your crew’s ier (see page 44).

42
1

STASH & RETIREMENT


When you mark your character’s final ������ and they retire, the amount o
���� they’ve managed to stash away determines their ate. Your stash tracker
is on your character sheet.
 Stash 0-10: Poor soul. You end up in the gutter, awash in vice and misery.
 Stash 11-20: Meager.  A tiny hovel that you can call your own.
 Stash 21-39: Modest. A simple home or apartment, with some small comorts.
    H
You might operate a tavern or small business.     S
    A
 Stash 40: Fine. A well-appointed home or apartment, claiming a ew luxuries.     T
    S
You might operate a medium business.     &
In addition, each ull row o stash (10 �����) indicates the quality level of the     N
    I
    O
scoundrel’s lifestyle, rom zero (street lie) to our (luxury).     C
Canter Haig is a scoundrel who cares a great deal about his sartorial swagger,
and Adam, his player, ofen describes Canter as modeling the most stylish and
outrageous ashion to impress his peers. But he’s just some street scoundrel,
right? How impressive is his six-collared coat, really? Te GM can call or a
 fortune roll  using Canter’s liestyle level as the dice pool to find out how much
impact the attire has.

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 liestyle rating to see what quality o room Cross can manage.

�������� ���� ���� ���� �����


I you want to pull ���� out o your stash, you may do so, at a cost. Your character
sells off some o their assets and investments in order to get some quick cash.
For every 2 stash removed, you get 1 ���� in cash.

43
1

the faction game


Doskvol is a city o crime, top to bottom. Every action preys on others to survive.
 Alliances are fleeting, vendettas are bloody. Into this chaos o corruption and violence
 your fledgling crew has set its course. Will you be crushed, or will you rise up? 

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)

 ���� ���. Large gangs. (20 people)  ���� �. 1 or 2 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 perorm 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 misortune.

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 deault 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.

������� ������ �������


When you execute an operation, you gain -1 or -2 status with actions that are hurt
by your actions. You may also gain +1 status with a action that your operation
helps. (I you keep your operation completely quiet then your status doesn’t
change.) Your status may also change i you do a avor or a action or i you
reuse one o their demands.

45
1

������� ������ ������


 +3: A�����. Tis action will help you even i it’s not in their best interest to do
so. Tey expect you to do the same or them.
 +2: F�������. Tis action will help you i it doesn’t create serious problems
or them. Tey expect you to do the same.
 +1: H������. Tis action will help you i it causes no problems or significant
cost or them. Tey expect the same rom you.
 0: N������
 -1: I����������. Tis action will look or opportunities to cause trouble
or you (or profit rom your misortune) as long as it causes no problems or
significant cost or them. Tey expect the same rom you.
 -2: H������. Tis action will look or opportunities to hurt you as long as it
doesn’t create serious problems or them. Tey expect you to do the same, and
take precautions against you.
 -3: W��. Tis action will go out o its way to hurt you even i it’s not in their
best interest to do so. Tey expect you to do the same, and take precautions
against you. When you’re at war with any number o actions, your crew suffers
+1 ���� rom scores, temporarily loses 1 hold, and PCs get only one downtime
action rather than two. You can end a war by eliminating your enemy or by
negotiating a mutual agreement to establish a new status rating.
I your crew has weak hold when you go to war, the temporary loss o hold causes you
to lose one ier. When the war is over, restore your crew’s ier back to its pre-war level.

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 deault 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 inormation in order to discover     C
a claim o that type beore 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
deend 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 successul or not. You get xp either way.
 You expressed your beliefs, drives, heritage, or background.  Your character’s
belies 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 belies,
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
successully 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.

CHANGING PLAYBOOKS OR CREW TYPE


A player might want to change their character to a different playbook (a Cutter
becomes a Lurk), or the group may decide to shif their crew to a new type
(Hawkers become Assassins). Tere are two ways to do this.
 Te change represents a “rebuild” o the character or crew. For instance, i
the PC was created as a Lurk, but afer a couple sessions, the player realizes
that the Hound playbook is a better fit or what they want to play. In this case,
re-create the character or crew anew using the new sheet, keeping the same
number o advances already earned.
 Te change represents growth into something new, leaving the old lie behind.
In this case, transer the action ratings o a PC or the upgrades o a crew to
the new sheet (keeping the same total number o action dots or upgrades; you
don’t get the “ree” elements o the new playbook as extra advancement). You
may keep some o the special abilities already earned as Veteran advances. A
crew might also keep their claims—assess each one to see i it makes sense in
the fiction to keep it with the new crew type.

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 powerul, 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 knie-fight, P���� in the shadows,
A����� to strange energy, C������ with contacts or inormation, 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 beore 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 preer.

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:

Cutters are good at winning fights, with violence and with


cutter intimidation. Play a Cutter i you want to get your way.

Hounds are good at tracking things down and also long-distance


hound combat. Play a Hound i you want to choose your battles.

Leeches are good at using alchemy and wrecking stuff with


leech sabotage. Play a Leech i you want to be creative with weird tools.

Lurks are good at sneaking around and breaking into places.


lurk  Play a Lurk i you want to slink around in the shadows.

Slides are good at social situations and subteruge. Play a Slide


slide i you want to manipulate and deceive people.

Spiders are good at masterminding maneuvers. Play a Spider


spider i you want to assist teammates and deal with other actions.

Whispers are good at magical stuff and dealing with ghosts. Play
 whisper a Whisper i you want to meddle with arcane powers.

When you choose a playbook, you’re choosing a set o special abilities (which


give your character ways to break the rules in various ways) and a set o xp
triggers (which determine how you earn experience or character advancement).
But every playbook represents a scoundrel at heart. Te Cutter has special abilities
related to combat, but that doesn’t mean they’re “the fighter” o the game. Any
character type can fight well. Tink o your playbook as an area o ocus and
preerence, but not a unique skill set.
Tis is why we call them “playbooks” rather than “character classes” or
“archetypes.” You’re selecting the set o initial action ratings and special abilities
that your character has access to—but you’re not defining their immutable essence
or true nature. Your character will grow and change over time; who they become
is part o the un o playing the game.

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 lie on the line above. For example, you might choose S������ heritage,     H
    C
and then write Factory workers rom Lockport, now reugees. 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 beore 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 powerul 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 reugees 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 beore 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 proessor 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).

������ � ������� �������


ake a look at the special abilities or your playbook and choose one. I you can’t
decide which one to pick, go with the first one on the list—it’s placed there as a
good deault choice.
S������ A����
Some special abilities reer to your special armor. Each character sheet has a
set o three boxes to track usage o armor (standard, heavy, and special). I you
have any abilities that use your special armor, tick its box when you activate one
o them. I you don’t have any special abilities that use special armor, then you
can’t use that armor box at all.

54
2

������ ��� ����� ������ ��� ��� �����


Each playbook has a list o NPCs that your character knows. Choose one rom
the list who is a close relationship (a good riend, a lover, a amily relation, etc.).
Mark the upward-pointing triangle next to their name. Ten choose another
NPC on the list who’s your rival or enemy. Mark the downward-pointing triangle
next to their name.
    N
    O
    I
������ ���� ����     T
Every scoundrel is in thrall to some vice or another, which they indulge to deal     A
    E
with stress. Choose a vice rom the list, and describe it on the line above with     R
the specific details and the name and location o your vice purveyor in the city.     C
    R
For example, you might choose G�������, then write Spogg’s dice game, Crow’s     E
    T
Foot . You can create a vice purveyor or ask the GM to tell you about a couple     C
    A
likely options or your vice. See a detailed list o vice purveyors on page 299.     R
    A
 F����: You’re dedicated to an unseen power, orgotten god, ancestor, etc.     H
    C
 G�������:  You crave games o chance, betting on sporting events, etc.
 L�����: Expensive or ostentatious displays o opulence.
 O���������: You’re devoted to a amily, a cause, an organization, a charity, etc.
 P�������: Gratification rom lovers, ood, drink, drugs, art, theater, etc.
 S�����: You seek oblivion in the abuse o drugs, drinking to excess, getting
beaten to a pulp in the fighting pits, etc.
 W����: You experiment with strange essences, consort with rogue spirits,
observe bizarre rituals or taboos, etc.

������ ���� ����, �����, � ����


Choose a name or your character rom the sample list, or create your own. I
your character uses an alias or nickname in the underworld, make a note o
it. Record a ew evocative words that describe your character’s look (samples
provided on the next page).

������ ���� �������


ake a look at the details on your character sheet, especially the experience
triggers or your playbook (like “Earn xp when you address a challenge with
knowledge or arcane power,” or example) and the special items available to a
character o your type (like the Whisper’s spirit mask, or example). You begin
with access to all o the items on your sheet, so don’t worry about picking specific
things—you’ll decide what your character is carrying later on, when you’re on
the job (see Loadout, page 57).
Tat’s it! Your character is ready or play. When you start the first session, the GM
will ask you some questions about who you are, your outlook, or some past events.
I you don’t know the answers, make some up. Or ask the other players or ideas.

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, Strangord,
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.

Collared Shirt  Hooded Cape Rags & atters Suspenders


Eel-skin Bodysuit  Hooded Coat  Rough unic all Boots
Fitted Dress Knit Cap Scavenged Uniorm Tick Greatcoat 
Fitted Leggings Knit Sweater  Sharp rousers ricorn Hat 
Hal-Cape Leathers Short Cloak Vest or Waistcoat 
Heavy Cloak Long Coat  Skirt & Blouse Waxed Coat 
Heavy Jacket  Long Scar  Slim Jacket  Wide Belt 
Hide & Furs Loose Silks Sof Boots Work Boots
Hood & Veil   Mask & Robes Suit & ie Work rousers

56
2

CHARACTER CREATION SUMMARY

1 Choose a playbook. Your playbook


represents your character’s
reputation in the underworld, their
8 Record your name, alias, and
look.   Choose a name, an alias
(i you use one), and jot down a ew
special abilities, and how they advance. words to describe your look. Examples
    N
are provided on the preceding page.     O
    I
2 Choose a heritage. Detail your
choice with a note about your
amily lie. For example, Skovlan: Ore �������
    T
    A
    E
    R
miners, now war reugees in Duskwall. You have access to all o the items     C
on your character sheet. For each     R
    E
3 Choose a background.   Detail
your choice with your specific
operation, decide what your character’s
load  will be. During the operation,
    T
    C
    A
history. For example, Labor: Leviathan you may say that your character has     R
hunter, mutineer.     A
an item on hand by checking the box     H
    C
4 Assign our action dots. No or the item you want to use—up to a
action may begin with a rating number o items equal to your chosen
higher than 2 during character load. Your load also determines your
creation. (Afer creation, action ratings movement speed and conspicuousness:
may advance up to 3. When you unlock  �-� ����: Light. You’re aster, less
the Mastery advance or your crew, you conspicuous; you blend in with citizens.
can advance actions up to rating 4.)
 �/� ����: Normal. You look like a

5 Choose a special ability.  Tey’re


in the gray column in the middle
o the character sheet. I you can’t

scoundrel, ready or trouble.
� ����: Heavy. You’re slower. You
look like an operative on a mission.
decide, choose the first ability on the list.
It’s placed there as a good first option.  �-� ����: Encumbered. You’re
overburdened and can’t do anything
6 Choose a close riend and a
rival.  Mark the one who is a
close riend, long-time ally, amily
except move very slowly.
Some special abilities (like the Cutter’s
relation, or lover (the upward-pointing M��� ability or a Demon’s incredible
triangle). Mark one who is a rival, strength) increase the load limits.
enemy, scorned lover, betrayed partner, Some items count as two items or load
etc. (the downward-pointing triangle). (they have two connected boxes). Items
in italics don’t count toward your load.
7 Choose your vice. Pick your
preerred type o vice, detail it with
a short description and indicate the
You don’t need to select specific items
now. Review your personal items and the
name and location o your vice purveyor. standard item descriptions on page 88.

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, inormation, 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 graceul 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 careully 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 skillully 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 inormation 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 beore 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

When you S���, you influence with guile, charm, or argument.


You might lie convincingly. You might persuade someone to do what you want. You
might argue a compelling case that leaves no clear rebuttal. You could try to trick
 people into affection or obedience (but Consorting or Commanding might be better).
When you T�����, you fiddle with devices and mechanisms.
You might create a new gadget or alter an existing item. You might pick a     S
lock or crack a sae. You might disable an alarm or trap. You might turn the     N
clockwork and electroplasmic devices around the city to your advantage. You
    O
    I
    T
could try to use your technical expertise to control a vehicle (but Finessing     P
    I
might be better).     R
    C
    S
When you W����, you unleash savage orce.     E
You might smash down a door or wall with a sledgehammer, or use an explosive     D
    N
to do the same. You might employ chaos or sabotage to create a distraction or     O
    I
overcome an obstacle. You could try to overwhelm an enemy with sheer orce     T
    C
in battle (but Skirmishing might be better).     A
As you can see, many actions overlap with others. Tis is by design. As a player,
you get to choose which action you roll, by saying what your character does.
Can you try to W���� someone during a fight? Sure! Te GM tells you the
position and effect level o your action in this circumstance. As it says, S�������
might  be better (less risky or more effective), depending on the situation at hand
(sometimes it won’t be better).
For a complete description o each action, with examples, see pages 170-181.

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 enorcers, 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 enorcer or the boss? How did you acquire your taste or
violence and coercion? 

STARTING ACTIONS DANGEROUS FRIENDS, RIVALS

    �������� Marlane, a pugilist. Perhaps a pit


    �������  fighter down at the docks, or a boxing
boxing
coach who trained you? 
��������
�������� ������
���� �� Chael, a vicious thug. Perhaps a
I you want some guidance when you member o a gang that you were
assign your our starting action dots and in beore the current crew, or an
special ability,
ability, use one o these templates. independent operator who’s been in
 your way
way beore? 
C������.  Command +1, Study +1,
Survey +2. Leader.  Mercy , a cold killer. Perhaps an
assassin or hire, or a particularly
���.  Command +1, Consort +2, deadly underworld scoundrel? 
Sway +1. Not to be rifled With .
Grace, an extortionist. Perhaps a
�����.  Prowl +2, Wreck +2. Savage.  ormer
 orm er partner
partn er in thuggery,
thugg ery, or a
D���� H�����. Attune +2, Hunt +1, competitor on the scene? 
Study +1. Ghost Fighter.  Sawtooth, a physicker. Perhaps a
buddy rom the war, or perhaps a
butcher who botched your treatment? 

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.
ino 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 inormation about
hidden dangers or potential attackers, you get +1 effect—which means more
detailed inormation.
����� �������
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 maniests? 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: perorm a eat
 to do one o the ollowing: perorm 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 perorm 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 perectly-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 modiy
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 inormant 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? 

STARTING ACTIONS DEADLY FRIENDS, RIVALS

    ���� Steiner, an assassin. Perhaps one o


    ������  your competitors,
competitors, or
or a ormer partner
 rom beore
beore you joined
joined the crew? 
crew? 
��������
�������� ������
���� �� Celene, a sentinel. Celene is a
I you want some guidance when you  guardian;
 guardian; a protector
protector.. Who does she
assign your our action dots and special watch over? 
ability, use one o these templates. Melvir, a physicker. Perhaps an old
B����� H�����.   Consort +1,  riend
 rie nd who’
who’s patched you up many
Prowl +1, Skirmish +2. Scout. times, or someone to whom you’ve
sent too many victims?
D��������� R�����. Attune +2,
Prowl +1, Survey +1. Survivor.  Veleris, a spy. Who does Veleris give
their intelligence to? 
S�����. Prowl +2, Study +1, Survey +1.
Sharpshooter.  Casta, a bounty hunter. Perhaps a
mentor who trained you in the deadly
dead ly
V������. Command +1, Skirmish +2, arts, or vice versa? 
Wreck +1. ough As Nails .

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, conusion, 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 transorm 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 inormation 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 beore 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
disenranchised underworld class—how did you learn your arts? Which side o
the coin do you preer, the side o creation and restoration, or the side o mayhem
and destruction? 

STARTING ACTIONS CLEVER FRIENDS, RIVALS

    ������  Stazia, an apothecary. Perhaps a


    �����  ormer scoundrel
scoundrel turned to legitimate
legitimate
alchemical business, or perhaps the
other way around? 
��������
�������� ������
���� ��
I you want some guidance when you  Veldren , a psychonaut. Perhaps an
assign your our action dots and special addict too poisoned to ever return to
ability, use one o these templates. lucid thought, or perhaps an explorer
o psychedelic realms beyond mere
D�����.  Consort +1, Finesse +1,
mortal experience? 
Study +2. Physicker .
 Eckerd, a corpse thie. Perhaps a
S�����.  Study +1, Survey +2,  good source
source o “raw
“raw materials
materials”?
”?
Wreck +1. Saboteur.
 Jul, a blood dealer. What other
V����. Prowl +2, Sway +2. Venomous. strange clients do they have? 
W����.   Attune +2, Study +2.  Malista, a priestess. o what orgotten
orgot ten
Alchemist.  god does Malista
Malista give her service? 

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 powerul 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, powerul 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? 

STARTING ACTIONS SHADY FRIENDS, RIVALS

    �������  elda, a beggar. Perhaps a mentor


    ����� who taught you your skills, or perhaps
a rival sneak-thie? 
�������� ������  Darmot, a Bluecoat. Perhaps a savvy
I you want some guidance when you officer that’s busted you many times,
assign your our action dots and special or perhaps an old riend who turned
ability, use one o these templates. to the law instead o crime? 
A������.  Consort +2, Finesse +1,  Frake, a locksmith. Perhaps an expert
Sway +1. Te Devil’s Footsteps . that you go to or consultations, or
 perhaps a master who creates locks
A�������.  Hunt +2, Skirmish +2. to deeat you? 
Ambush.
 Roslyn Kellis, a noble. Perhaps an
B������.   Survey +2, Finesse +1, old riend and confidant, or perhaps
inker +1. Infiltrator. one o the victims o your espionage,
D����� R����.   Skirmish +2, bent on revenge? 
Consort +2. Daredevil.  Petra, a city clerk. Perhaps a good
source o inormation? 

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 sae, 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 sae 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? 

��� �����’� ���������


You can push yourself  to do one o the ollowing: perorm a eat o athletics that
verges on the superhuman—maneuver to conuse your enemies so they mistakenly
attack each other.
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.
I you perorm an athletic eat (running, tumbling, balance, climbing, etc.) that
verges on the superhuman, you might climb a sheer surace that lacks good
hand-holds, tumble saely out o a three-story all, leap a shocking distance, etc.
I you maneuver to conuse your enemies, they attack each other or a moment
beore they realize their mistake. Te GM might make a ortune roll to see
how badly they harm or interere with each other.

���������
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 transorms 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. [ � ����]

75
slide
    E
    D
    I
    L
    S

    K
             :

 A subtle manipulator and spy      O


    O
    B
It’s said that the primal substance o the world is not mere matter or strange     Y
    A
plasms, it’s lies. Everything we do, everything we care about, everything we     L
 value—all lies we tell each other and ourselves. Te world is a abrication, a     P
convenient fiction, a story—and the storytellers are Slides.
When you play a Slide, you earn xp when you address a challenge with
deception or influence. alk your way into trouble, then talk your way out
again. Pretend to be someone you’re not. Bluff, lie, and manipulate to get your
way. Every problem is ultimately a problem because o  people—and people are
the instrument upon which you play your music.
Is there anything true about you, at your core? Or are you whatever you need to
be, day to day? Are all o your relationships merely gambits that you play or your
advantage? 

STARTING ACTIONS SLY FRIENDS, RIVALS

    �������  Bryl, a drug dealer. Perhaps a reliable


    ���� underworld contact, or perhaps an old
 partner with a grudge? 
�������� ������  Bazso Baz, a gang leader. Perhaps a
I you want some guidance when you  paramour pursuing your affections, or
assign your our action dots and special  perhaps a ormer lover, now scorned? 
ability, use one o these templates.  Klyra, a tavern owner. Perhaps a
�� S����. Attune +2, Consort +1,  good source or gossip? 
Prowl +1. rust in Me.  Nyryx , a prostitute. Perhaps an
�� P�������.  Finesse +2, Prowl +2. inormant to spark potential marks,
Mesmerism. or perhaps a rival manipulator? 

�� 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.

77
SLIDE SPECIAL ABILITIES
����’� ������
ake 2 stress to roll your best action rating while perorming 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 conuse 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 powerul, but
also a bit o a curse. You see though every lie, even the kind ones.

� ������ ��������� �� ��� ����


At the end o each downtime phase, you earn +2 stash.
Since this money comes at the end o downtime, afer all downtime actions are
resolved, you can’t remove it rom your stash and spend it on extra activities
until your next  downtime phase.

���������
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.

78
����������     E
You may expend your special armor to resist a consequence rom suspicion or     D
    I
    L
persuasion, or to push yourself  or subteruge.     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
    K
             :

 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
    Y
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. [� ����]

79
spider
    R
    E
    D
    I
    P
    S

    K
             :

 A devious mastermind      O


    O
    B
Te underworld may appear on the surace to be a chaotic array o warring     Y
    A
actions and bloody deeds, but it has a beautiul order to those who are able to     L
see it. Tis pattern is the web o connections, avors, vendettas, and secrets that     P
bind the criminal world together. Te scoundrels who pluck the strands o this
web are known as Spiders.
When you play a Spider, you earn xp when you address a challenge with
calculation or conspiracy. Reach out to your contacts, riends, and associates
to set your crew up or success. Use your downtime activities and flashbacks
wisely to prepare or trouble and to calculate the angles o success. When things
go wrong, don’t panic, and remember: you planned or this.
 Are you enmeshed in the network o avors and debts that you exploit as a Spider,
or do you scrupulously hold yoursel apart, as a cold predator upon the web? 

STARTING ACTIONS SHREWD FRIENDS, RIVALS

    �����  Salia, an inormation broker. Perhaps


    ������� a reliable contact or underworld jobs,
or perhaps a ormer partner who sold
 you out? 
�������� ������
I you want some guidance when you  Augus, a master architect. Perhaps
assign your our action dots and special a good source or building schematics
ability, use one o these templates. and historical details, or perhaps a
rival who designs security measures? 
�� A������. Attune +2, Study +1,
Sway +1. Ghost Contract.  Jennah, a servant. Perhaps a good
source or gossip among the upper class? 
�� C��������.  Command +2,
Survey +2. Foresight.  Riven, a chemist. Perhaps a good
source o medicines or recovery? 
�� C������.   Command +1,
Skirmish +2, Sway +1. Jail Bird.  Jeren, a Bluecoat archivist. Perhaps a
double-agent within the City Watch,
�� O�������. Prowl +2, inker +2. or perhaps an overly curious officer,
Mastermind . interested in your crimes? 

81
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 helpul contingency
that you reveal now.

�����������
Due to your careul 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: eneebled 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.

82
���� ����     R
    E
When incarcerated, your ������ ����� counts as 1 less, your ier as 1 more,     D
    I
    P
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 ������
    K
             :

����� negative. See the Incarceration roll, page 148.     O


    O
����������     B
    Y
    A
You may expend your special armor to protect a teammate, or to push yourself      L
when you gather inormation or work on a long-term project.     P
When you use this ability, tick the special armor box on your playbook sheet.
I you protect a teammate, this ability negates or reduces the severity o a
consequence or harm that your teammate is acing. You don’t have to be present
to use this ability—say how you prepared or this situation in the past. 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.

������� ��� ���


You gain +1d to C������ when you gather inormation on a target or a score.
You get +1d to the engagement roll or that operation.
Your network o underworld connections can always be leveraged to gain
insight or a job—even when your contacts aren’t aware that they’re helping you.

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 useul architectural drawings and city plans. Feel ree
to speciy 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. [� ����]

83
    R
    E

 whisper
    P
    S
    I
    H
    W

    K
             :

 An arcane adept and channeler      O


    O
    B
Duskwall is a haunted place—plagued by rogue spirits consumed by vengeance,     Y
    A
by cunning demons manipulating humans or their own inscrutable purposes,     L
and by even stranger horrors lurking in the space just beyond sight and reason.     P
o go into this shadowy world without knowledge o the arcane and the occult
is to walk unarmed into the lair o the enemy. Te Whispers are the sentinels
who watch the greater darkness—staring into the void so others don’t have to.
When you play a Whisper, you earn xp when you address a challenge with
knowledge or arcane power. Seek out the strange and dark orces and bend them
to your will. By being willing to ace the trauma rom the stress-intensive abilities
o the arcane, you’ll slowly remove parts o yoursel, and replace them with power.
Why did you pursue the path o the Whisper? How did you develop your abilities? Are
 you a natural, did you study and practice on your own, or did you have a mentor? 

STARTING ACTIONS STRANGE FRIENDS, RIVALS

    �����  Nyryx , a possessor ghost. Perhaps a


    ������  good source or targets, or perhaps a
spirit that escaped rom your service? 
�������� ������  Scurlock , a vampire. Perhaps a
I you want some guidance when you mentor, or perhaps a deadly rival? 
assign your our action dots and special  Setarra, a demon. Perhaps your
ability, use one o these templates.  partner in a dark endeavor, or perhaps
�� S�������.  Command +1, an entity you once controlled, seeking
Study +1, Survey +2. Compel. vengeance? 
�� C������.   Command +2,  Quellyn, a witch. Perhaps a
Consort +2. Occultist. knowledgeable healer and seer, or
 perhaps a student o yours who lef
�� C��������.   Skirmish +2, over bad blood? 
Wreck +2. empest.
 Flint, a spirit trafficker. Perhaps
�� D��� S������.   Consort +1, a good source or unusual arcane
Study +1, inker +2. Ritual. supplies, or perhaps a rival in the
occult world o Duskwall? 

85
 WHISPER SPECIAL ABILITIES
������
You can A����� to the ghost field to orce a nearby ghost to appear beore 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 inormation (maybe A����� , S����� , or S���� ) to attempt to
locate one. By deault, a ghost wants to satisy its need or lie 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 conronted 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 perorm 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.

86
    R
    E
�������     P
    S
    I
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
    K
             :

benefits o pushing yoursel (+1d, +1 effect, etc.) i you’re making a roll, in     O
    O
addition to the special ability.     B
    Y
When you unleash lightning as a weapon, the GM will describe its effect     A
    L
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 preer to avoid. [� ����]

87
2

STANDARD ITEMS
A Blade or wo: Perhaps you carry a Burglary Gear: A set o lockpicks. A
simple fighting knie. 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.
rile. 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. [� ����]
reinorced gloves and boots. [� ����]
Spiritbane Charm: A small arcane
+Heavy: Te addition o chain mail, trinket that ghosts preer to avoid.
metal plates, a metal helm. [� ����] [� ����]
Te load or heavy armor is in addition
to normal armor—5 load total.

88
2

��� �����’� �� ��� �������


I you want to include advantages rom specific details o your items (reach,
speed, etc.), consider a Devil’s Bargain that relates to a detail.
“You can take +1d with your spear i you keep alling back to keep him at bay,
but you’ll have to move out to the street where people will see what’s going on.” 
“You can take +1d with your dagger, in close, to shank him repeatedly, but you’ll
be absolutely covered in blood. No way to hide that rom the other party guests.” 
Also, consider how this item affects your position and/or effect. I you’re unarmed     S
    M
and you wrestle a thug who’s wielding a blade, your position is probablydesperate.     E
I that thug tries to rush you when you have your pistol out, your position is     T
    I
probably controlled .     D
    R
Assess the details that you’re interested in when considering position and effect.     A
    D
    N
    A
    T
    S

89
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 (hopeully)
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 comortable 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.

Opposite: Many criminal groups make their


lairs in the ancient underground canals
beneath Doskvol.

91
3

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.

Killers or hire. Tey execute “accidents,” disappearances,


 assassins murders, and ransoms.

Mercenaries and thugs. Tey execute battles, extortion,


bravos sabotage, and smash & grabs.

Acolytes o a orgotten god. Tey execute artiact acquisitions,


cult auguries, consecration, and sacrifices.

Vice dealers. Tey execute product procurement, covert sales,


hawkers shows o orce, and social events.

Tieves and spies. Tey execute burglaries, espionage,


shadows robberies, and sabotage.

Contraband transporters. Tey execute clandestine deliveries,


smugglers territory control, and expeditions outside the city.

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 preerences. 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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3

������ �� ������� ���������� � ����


Your crew has just ormed and acquired a lair. Given this group o A��������
characters and their previous escapades, what initial reputation B�����
would you have among the actions o the underworld? Choose D�����
one rom the list at right (or create your own).
H��������
You earn xp when you bolster your crew’s reputation, so think P�����������
o this as another cue to indicate what sorts o action you want S����
in the game. Will you be recklessly ambitious, targeting higher-     N
S�����     O
    I
ier targets? Will you take on daring scores that others deem too     T
risky? Are you interested in the strange weirdness o the Dusk? S������     A
    E
    R
Also, talk about where the crew makes its lair. You begin at ier 0, so it’s probably     C
a very modest or abandoned sort o place. Choose one (or create your own):     W
    E
 A hal-sunken grotto in the city’s  A small, abandoned house   at the     R
maze-like underground canals. end o a dark lane.     C
 An abandoned watch tower  atop an  A rickety, tin-roofed shack  perched

ancient, crumbling wall. on a roofop.


 Te unassuming back rooms  o a  A junked rail-car, rusted in place on

merchant’s shop. its old, overgrown tracks.


Look at the map o Duskwall (page 254) and choose the district in which your lair is
ound. Are you based in some derelict area o a wealthy district or is your lair one o
many other poor hovels in a destitute area? A good district choice or scoundrel types
is Crow’s Foot—the district most known or street gangs and open criminal activity.

��������� ���� ������� �������


Your crew is brand-new, but you have chosen some small part o a district as your
hunting grounds. Tis is the area that you usually target or your scores, and you
know it well. Your hunting grounds don’t have to be in the same district as your
lair. Te area is small, only three or our city blocks—but it’s still an intrusion on
someone. Te entire city is divided among larger, stronger actions. Te GM will
tell you which action claims the area, then you decide how to deal with them:
 Pay them off. Give them 1 ���� in exchange or giving you room to work.
 Pay the action 2 ����  as a show o respect and gain +1 status with them.

 Keep your money and take -1 status with that action.

Your hunting grounds are useul 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 preerence.
When you prepare to execute an operation o your preerred 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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3

������ � ������� �������


ake a look at the special abilities or your crew and choose one. I you can’t
decide which one to pick, go with the first one on the list—it’s placed there as a
good deault choice. It’s important to pick a special ability that everyone is excited
about. You can get more special abilities in the uture by earning xp.
Just like picking the crew type, reputation, lair, and hunting grounds, choosing a
special ability is another chance to ocus the game down to a more specific range
o possibilities. Instead o playing a generic crew o scoundrels, you end up with
 Assassins, who are daring , with a lair in the old watch tower , hunting grounds
in Crow’s Foot across the bridge rom the docks, a preerence or murder , and the
D����� special ability. Tat’s a lot to work with, and it helps get the game going
in a strong direction rom the very beginning.
������ ���� ��������
An upgrade is a valuable asset that helps the crew in some way, like a boat or a
gang (see the complete descriptions on the ollowing page). Each crew type has
two pre-selected upgrades that suit that crew (like Prowess raining  and a gang 
o Tugs or the Bravos crew).
You get to add two additional upgrades  to your new crew (so you’ll have a total
o our upgrades when you start). You can choose rom the specific upgrades
available to your crew type or the general upgrades on the crew sheet. For example,
 you might pick the Cult upgrade Ritual Sanctum as one o your choices and also
the general upgrade Insight raining as your other choice.
When you assign your two upgrades, the GM will tell you about two actions
that are impacted by your choices:
 One action helped you get an upgrade. Tey like you, and you get +1 status
with them. At your option, spend 1 ���� to repay their kindness, and take
+2 status with them instead.
 One action was screwed over when you got an upgrade. Tey don’t like you,
and you get -2 status with them. At your option, spend 1 ���� to molliy
them, and take -1 status with them instead.
You’ll be able get more upgrades in the uture by earning xp (see Advancement,
page 48).

������ � �������� �������


ake a look at your list o potential contacts on the crew sheet. Choose one contact
who is a close riend, long-time ally, or partner in crime. Te GM will tell you
about two actions that are impacted by your choice:
 One action is also riendly with this contact, and you get +1 status with them.
 One action is unriendly with this contact, and you get -1 status with them.
At your option, these actions are even more concerned with this contact and so
you take +2 and -2 status instead.

94
3

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 deenses 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
    E
    R
 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, Subteruge 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.

95
3

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 terriying
terri ying in aspect and reputation.
reputation.
 Independent: Te cohort can be trusted to make good decisions and act on

their own initiative in the absence o direct orders.


 Loyal:  Te cohort can’t be bribed or turned against you.

 enacious: Te cohort won’t be deterred rom a task.

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,

stupeaction rom their vices, etc.


 Wild: Te cohort is drunken, debauched, and loud-mouthed.
loud-mouthed.

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3

��������� � �����
� �����

You can add an additional type to a gang or expert by spending two crew
upgrades. When a cohort perorms 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
    O
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).

COHORT HARM & HEALING


Cohorts suffer harm similarly to PCs. A cohort can suffer our levels o harm:
�. W�������. Te cohort has reduced effect.
�. I�������. Te cohort operates with reduced quality (-1d).
�. B�����. Te cohort can’t do anything until they recover.
�. D���. Te cohort is destroyed.
All o your cohorts heal during downtime. I circumstances are amenable or
recovery,
recovery, each cohort removes one level o harm (or two levels o harm instead,
i a PC spends a downtime activity helping them recuperate).
I a cohort is destroyed, it may be replaced. Spend ���� equal to your ier +2
to restore it, plus two downtime activities to recruit new gang members, or hire
a new expert.
Te Bloodletters send their gang o Tugs to deend their lair against the Red
Sashes, while the PCs
P Cs deal with a rather urgent demon problem. Unortunately,
Unortunately,
the already injured gang gets wiped out by the deadly (and numerous) Red
Sash sword-fighters (Te GM makes ortune rolls—the gang gets a  � and the
Sashes get a �������� ).
During the next downtime, Arcy restores
restores the gang. She goes dow
downn to the docks
and recruits a new batch o thugs resh off a boat rom Skovlan. Te Bloodletters
Bl oodletters
ier II so Arcy needs to spend 4 ���� to restore the cohort. Tis takes both
are ier
o Arcy’s ree downtime activities.

97
3

CREW CREATION SUMMARY

1 Choose a crew type. Te crew type


determines the group’s purpose,
purpos e, their
special abilities, and how they advance.
5 Assign crew upgrades. Your
 Your crew
cre w
has two upgrades pre-selected.
Choose two more. I your crew has a
You begin at ier 0, with strong hold cohort, ollow the procedure to create
and 0 ���. You start with 2 ����. it. Record the action status changes
due to your upgrades:     N
    O
    I
2 Choose an initial reputation and
lair. Choose how other underworld
 One action helped you get an
upgrade. ake +1 status with them.
    T
    A
    E
actions see you: Am
you:  Ambit
bitious—B
ious—Bruta
rutal—
l— Or spend 1 ���� or +2 status instead.     R
Daring—Honorable—Proessional—     C
 One action was harmed when you
Savvy—Subtle—Strange. Look at the     W
got an upgrade. ake -2 status with     E
map and pick a district in which to     R
place your lair. Describe the
t he lair.
them. Or spend 1 ���� or -1 status     C
instead.

3 Establish your hunting grounds.


Look at the map and pick a
district in which to place your hunting
6 Choose a favorite contact. Mark
the one who is a close riend,
long-time ally, or partner in crime.
grounds. Decide how to deal with the
Record the action status changes
action that claims that area.
related to your contact:
 Pay them 1 ����.
 One action is riendly with your
 Pay them 2 ����. Get +1 status .
contact. ake +1 status with them.
 Pay nothing. Get -1 status.
 One action is unriendly with your
contact. ake -1 status with them.
4 Choose a special ability.
ability. Tey’re
in the gray column in the middle
o the crew sheet. I you can’t decide,
At your option, increase the intensity
o the actions’ relationship with your
choose the first ability on the list. It’s contact and take +2  and -2 status,
placed there as a good first option. instead.

Opposite: A scoundrels’ lair overlooking Catcrawl Alley, near the Docks.

99
 assas
 assassins
sins
Killers or hire
You’re
ou’re proessional 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 vengeul 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? 

STARTING UPGRADES CONTACTS


 raining: I������.  rev , a gang boss. Perhaps a gang
 raining: P������. that helped your crew get started? 
 Lydra, a deal
de al broker. Perhaps she acts
HUNTING GROUNDS as a liaison with your clients? 
Choose a avor
 avored
ed operation type:  Irimina, a vicious noble. Perhaps a
 Accident: A killing with no telltale  potential
 potential patron
patron or
or your crew? 
crew? 
signs o murder.  Karlos, a bounty hunter. Perhaps a
 Disappearance: Te victim vanishes source or off-book government “wet
without a trace. work?” 
 Murder:  An obvious killing that  Exeter, a Spirit Warden. Perhaps a
sends a message. double-agent inormant or you? 
 Ransom: A kidnapping and demand  Sevoy , a merchant lord. Perhaps a
or payment or their return. connection to clients with deep pockets? 

 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.

100
    S
    N
    I
    S
    S
    A
    S
 ASSASSINS CLAIMS     S
    A
             :

    W
    E
training hagfish     R
rooms
 vice den fixer informants
farm
    C

 victim cover
turf lair turf
trophies operation

protection cover city


infirmary envoy
racket identities records

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.
inormation 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 conuse
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 enorcement.  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 preer (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 powerul 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 beore 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 hey 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 powerul crime boss is enjoying saety in the prison ward they control. Teir

rival wants you to get in there and take them out.

� Te last survivor o a destroyed underworld action wants revenge.

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.

For any opportunity above, consider an Accident, Disappearance, Murder, or


Ransom operation. o twist an opportunity or add additional elements, roll on
the score generator tables on page 306 -309.

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 successul battle,
extortion, sabotage, or smash & grab operation.
 Are you brutal thugs, savvy sell-swords, or ruthless gangsters? 

STARTING UPGRADES CONTACTS


 raining: P������.  Meg , a pit-fighter. Perhaps a trainer,
 Cohort: Gang, type T����. or perhaps a ellow extortion artist? 
 Conway , a Bluecoat. Perhaps an
HUNTING GROUNDS inormant within the City Watch? 
Choose a avored operation type:  Keller, a blacksmith. Perhaps a
 Battle:   Deeat an enemy with source or armaments? 
overwhelming orce.  omas, a physicker. Perhaps a ormer
 Extortion: Treaten violence unless thug turned doctor? 
you’re paid off.  Walker , a ward boss. Perhaps an
 Sabotage:  Hurt an opponent by employer who ofen needs violent
destroying something. work? 
 Smash & Grab: A ast and violent  Lutes, a tavern owner. Perhaps a good
armed robbery. source o news and gossip? 

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

bluecoat street bluecoat


infirmary  warehouses
intimidation fence confederates

B�������: Your Tug   cohorts get P��������� R�����:  Any time


+1 scale. Extra room means more gang during downtime, roll dice equal to
members. your ier. You earn ���� equal to the
B������� C�����������: You
highest result, minus your ����. Some
get +1d to the engagement roll  or o the locals are terrified o you and will
assault plans. Te street patrol around  gladly pay or “protection.” 
here helps you out now. S����� F����: You get +2 ���� in
B������� I�����������: You get
your payoff or scores that involve
-2 ����  per score. Te law doesn’t lower-class targets. An expert can find
want any trouble rom you; they look the treasure amid the trash you loot
the other way.  rom your poorer victims.
T��������� C�������:  You get
F������� P��� During downtime,
roll dice equal to your ier. You earn +2 ����  in your payoff or scores
���� equal to the highest result, minus
that involve battle or extortion. Te
your ����. Te locals love to gamble  rightened locals oer you tribute
away their hard-won coin on the blood- whenever you lash out. Tey don’t want
sports you host. to be next.
W���������: You get +1d to acquire
I��������: You get +1d to healing
treatment rolls. Te infirmary also has asset rolls. You have space to hold all
beds or long-term convalescence. the various spoils you end up with afer
 your battles. It can be useul on its own
I���������:  You get +1d to gather or or barter when you need it.
inormation or a score. Your eyes and
ears on the streets are always on the
lookout or new targets.

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 preer (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.

������ �� ��� ����


Each PC has been toughened by cruel experience. You get +1d to resistance  rolls.
Tis ability applies to PCs in the crew. It doesn’t coner any special toughness
to your cohorts.

������
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
�              :

others to ollow suit. People are listening.     W


    E
    R
� A channel fisherman wants his competitor’s boats destroyed.     C

� A tavern owner is plagued by rowdy brawls every night. Tey want an end to it.

A distillery fires all their Skovlander workers and reuses to pay their wages or time

already worked. Te Skovs are camped outside, demanding justice.

� A group o merchants are seeking mercenary muscle to dey 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 deending 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.

� A vampire-hunter has come to Doskvol and needs assistance.

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 beore 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.

STARTING UPGRADES DEITY


 raining: R������. Name your deity and describe it with
 Cohort: Gang, type A�����. two eatures rom the list:
 Alluring, Cruel, Ferocious, Monstrous,
SACRED SITES Radiant, Sinister, Serene, ranscendent 
Choose a avored operation type:
 Acquisition:   Procure an arcane CONTACTS
artiact and attune it to your god.  Gagan, an academic.
 Augury: Do what you must to attract  Adikin, an occultist.
the god’s attention and counsel.
 Hutchins, an antiquarian.
 Consecration:  Anoint a place or
 Moriya, a spirit trafficker.
your deity.
 Sacrifice:  Destroy what is valuable or  Mateas Kline, a noble.
good in honor o your god.  Bennett, an astronomer.

CULT UPGRADES
 Cult Rigging: You get 2 ree load worth o document or implement items. For
example, you could carry a proane 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

turf turf lair turf turf

spirit  ancient sacred  ancient


sanctuary
 well gate nexus  altar

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���: Sae passage in the
 you tribute when you perorm 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 hopeul 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 preer (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 maniest 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 maniests 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 perorm.
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
�              :

visions, but not all o them are pretense.     W


    E
Construction work has accidentally unearthed an ancient spirit well, and awakened     R

the entities trapped there since the cataclysm.
    C
A rival cult’s secret regalia have some connection with the Immortal Emperor: are

they his agents or is it mere coincidence?
A noble perormed a desperate ritual seeking assistance rom your god. You have

been chosen as the instrument o its aid.
A prominent collector o artiacts chokes to death in the streets, vomiting blackened

blood and gasping the name o your god.
A rival cult is destroying any and all artiacts and sites sacred to other gods. Tey

seem to be have some arcane means o discovery. You may be next.

� 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 aithul dead allow ghosts to return even

aer the Spirit Wardens have seen to them. Who is doing this? How?

� Your altars crumble, your artiacts crack. Demonstrate your true aith, or despair.

For any opportunity above, consider an Acquisition, Augury, Consecration, or


Sacrifice operation. o twist an opportunity or add additional elements, roll on
the score generator tables on pages 306 -309.

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? 

STARTING UPGRADES CONTACTS


 raining: R������.  Rolan Wott, a magistrate. Perhaps
 Lair: Secure. with a eckless son in Doskvol
 Academy, always in need o rescuing? 
SALES TERRITORY  Laroze , a Bluecoat. Perhaps an

inormant within the City Watch? 


Choose a avored operation type:
 Lydra, a deal broker. Perhaps known
 Sale: A significant transaction with a  or her vicious retribution on those
special buyer o illicit product. who don’t hold up their end? 
 Supply: A transaction to acquire new  Hoxley , a smuggler. Perhaps a riend
product or establish a new supplier. o powerul ship captains? 
 Show of Force: Make an example o  Anya, a dilettante. Perhaps a well-
an enemy to dominate territory. connected socialite? 
 Socialize: Improve customer and/or  Marlo, a gang boss. Perhaps a good

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, perectly 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

foreign surplus cover cover


 vice den
market cache operation identities

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������
conuse 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 enorcement. 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.
inormation 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 preer (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 merchandise is exquisite. Te product quality   is equal to your ier +2.
When you deal with a crew or action, the GM will tell you who among them is
hooked on your product (one, a ew, many, or all).
Te quality o your product might be used or a ortune roll to find out how
impressed a potential client is, to find out how enthralled or incapacitated a user
is in their indulgence o it, to discover i a strange variation has side-effects, etc.
���� �������
It’s all about who you know. ake -1 ���� during downtime and +1d to gather
information about the city’s elite.

������
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
�              :

supplier cutting you out?     W


    E
Your upscale clients are tired o coming to your territory or their fix. Set up a     R

distribution ront in a nicer part o town. (Or the same or low-class clients.)
    C
Students at Doskvol Academy have shown an interest in your supply, but they need it

delivered to them, past the crisp Bluecoat security.

� A solo operator is providing a much more popular version o your product.

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 inamous 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? 

STARTING UPGRADES CONTACTS


 raining: P������.  Dowler, an explorer. Perhaps one o
 Lair: Hidden. the rare deathlands scavengers that
survived his sentence? 
HUNTING GROUNDS  Laroze , a Bluecoat. Perhaps an
inormant within the City Watch? 
Choose a avored operation type:
 Burglary:  Tef by breaking and  Amancio, a deal broker. Perhaps a
entering. well-connected underworld figure,
 amous or their neutrality? 
 Espionage: Obtain secret inormation
by covert or clandestine means.  Fitz, a collector. Perhaps an aficionado
o strange artiacts? 
 Robbery: Tef by orce or threats.
 Adelaide Phroaig , a noble. Perhaps
 Sabotage:  Hurt an opponent by
a source or scores among the elite? 
destroying something.
 Rigney , a tavern owner. Perhaps a
 good source o news and gossip? 

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

drug den informants lair turf lookouts

hagfish covert secret


infirmary turf
farm drop pathways

C����� D���:  You get +2 ���� in I���������:  You get +1d to gather
payoff  or scores that involve espionage inormation or a score. Your eyes and
or sabotage. he perect 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 preer (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 inormation 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 perorm 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.

118
    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 beore it’s
�              :

dissolved tonight.     W


    E
A collector wants to steal an original work o art or industry and replace it with a     R

orgery.
    C
A client wants to extract a loved one rom their servitude in an indentured work

house.

� 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 artiacts 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 inormation while on the trains. Intercept their

communiques.
A proessor 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 sae.
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

beore the authorities arrive?

For any opportunity above, consider a Burglary, Espionage, Robbery, or Sabotage


operation. o twist an opportunity or add additional elements, roll on the score
 generator tables on pages 306 -309.

119
smugglers
Contraband transporters
Illicit goods are the lie-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? 

STARTING UPGRADES CONTACTS


 raining: P������. Elynn, a dock worker. Perhaps a

 Vehicle: A boat or carriage.


 riend who can help with the inernal
 paperwork o the Empire? 
CARGO TYPES  Rolan, a drug dealer. Perhaps a client

Choose a avored cargo type: with strong underworld ties? 


 Arcane/Weird:  Spirit essences,  Sera , an arms dealer. Perhaps a

ghosts, cult materials. supplier with military access? 


 Arms: Restricted military weapons,  Nyelle , a spirit trafficker. Perhaps a

heavy ordnance, explosives. supplier or the strangest o cargo? 


 Contraband:   High-tax luxuries,  Decker, an anarchist. Perhaps a client

drugs, banned art, etc. in need o the illegal tools o revolution? 


 Passengers:  People or livestock  Esme, a tavern owner. Perhaps a good

traveling in secret. source o news and gossip? 

SMUGGLERS UPGRADES
 Smuggler Rigging: wo o your carried items are perectly concealed. You could
carry 1 load o contraband and a pistol, perectly concealed, even against a pat down.
 Camouflage: Your vehicles are perectly 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���:  Sae 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
inormation 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 useul 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

Consider this an assist   or tricky downtime to keep in operation.


maneuvers.  Distinct:  Te vehicle has memorable

 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

 Sturdy: Te vehicle keeps operating only one person understands. When


even when broken. operated without them, it has -1 quality .

��� �����
During downtime, one o your cohorts may perorm 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? 

���� ������� �������


During downtime, take -1 ����. When your ���� is 4 or less, you get +1d to
deceive people when you pass yourselves off as ordinary citizens.
��������
Your crew supplies illicit goods or other actions. Your success is good or them.
Whenever you gain ���, gain +1 ���.

�������
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 preer (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              :

o a strike. Contracts (orbidden)     W


    E
A massive gang war creates high demand or restricted     R
� � A Devil or Dangerous
Artiact (orbidden)     C
military weapons and heavy ordnance.
Exiled nobility slumming it in Doskvol has a sudden and
� � Insurrectionists or
Anarchists (orbidden)
urgent need to go home that they won’t explain.
Leviathan hunter made undocumented stops. Meet them
� � Reugees or Immigrants
(restricted access)
outside the city and bring some things in uninspected.
Heiress needs to leave the city to meet her orbidden love. I
� � A Noble or Official
Seeking Secret ravel
you make it look like a kidnapping she’ll split the ransom.

� Te city council outlaws a ormerly legal product. � Fine obacco, Whiskey,


Wine, etc. (high tax)
A jailbreak at Ironhook means many escaped prisoners seek
� � Luxuries—Perumes,
Silks, Spices (high tax)
flight rom the city.
For a nominal ee, a Bluecoat will help you acquire a vehicle Livestock or Dangerous
� � Animals (restricted
seized rom another gang. ownership)
A new spice has been “discovered” in ycheros but it’s
� � Medicine, Alchemicals
(restricted ownership)
officially banned. Naturally, everyone wants it.
A route is closed to traffic (and Bluecoat inspection) due to:
� � Military Arms
(restricted ownership)
imminent collapse—weird events—toxic gas—fires.
A criminal organization needs weapons smuggled into
� � Drugs (high tax)
Ironhook to seize control o a cell-block.
A cult wants to smuggle their demon-tainted “chosen one”
� � Confidential Documents
(restricted ownership)
past the Spirit Wardens and out into the deathlands.
An ancient artiact has been spotted outside the barrier and Banned Art, Seditious
� � Materials (restricted
academics need it in the city yesterday. For study, o course. ownership)
A district is quarantined due to ghost inestation or plague.
� � Arcane Implements or
Documents (orbidden)
Tey need basic supplies, and spirit wards even more.
A client wants you to move a strange package around the city
� � Electroplasmic
(restricted
ech
ownership)
or two days straight. Don’t stop moving! Tat would be bad.
A derailed train in the deathlands has a lot o salvageable
� � Volatile Alchemicals or
Explosives (orbidden)
cargo. Possibly (wealthy and grateul) survivors, too.
A noble’s crimes leave their assets rozen. Teir leviathan
� � Spirit Essences
(restricted ownership)
hunter, ull rom an expedition, is orbidden to dock.

For any opportunity above, consider Arcane/Weird, Arms, Contraband, or


Passengers as cargo. o twist an opportunity or add additional elements, roll on
the score generator tables on pages 306 -309.

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 Strangord’s manor,
assassinate the Severosi diplomat, smuggle a strange artiact 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 artiact
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 .

125
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 perect. 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 unold.

 assault Do violence to a target. Detail: Te point o attack.

deception Lure, trick, or manipulate. Detail: Te method o deception.

stealth respass unseen. Detail: Te point o infiltration.

occult Engage a supernatural power. Detail: Te arcane method.

social Negotiate, bargain, or persuade. Detail: Te social connection.

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 . Modiy
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 deenses 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 interering 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 Strangord 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 careully 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 Strangord. As a group o young nobles leave
his side, the PCs step up and engage him in conversation.

128
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 useul, 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 Strangord 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.

129
4

��� ���� ���� �� �����


Te engagement roll determines the starting position or the PCs’ actions. How
long does that hold? Does the situation stay desperate? No. Once the initial actions
have been resolved, you ollow the normal process or establishing position or
the rest o the rolls during the score. Te engagement roll is a quick short-hand
to kick things off and get the action started—it doesn’t have any impact afer that.

���������� ��������
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 beore.
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 perect 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...

 Assaulting the Billhooks


Te crew o Bravos is itching or a fight and it’s time to go teach the Billhooks
a lesson in blood and pain. Teir plan is an assault, which they know is the
strength o the Billhooks, but so what? Tey’re Bravos; they live or this stuff.
Te Slide PC decides to hedge their bets a bit, though, and pulls off a C������
action to discover when the Billhooks will be most drunk during the evening.
Tat will be the point o attack and a vulnerability o the enemy crew. Te
crew rolls 1d (1d base, -1d or the enemy’s strength, +1d or the vulnerability)
and gets a �: a risky position to start things off.
What does that situation look like? Te GM goes with the obvious thing: a
risky position means a head-to-head contest, and what’s more emblematic
than a straight up toe-to-toe melee? Te door crashes off its hinges, drunken
and violent Billhooks (already armed and brawling each other) all into the
skirmish without hesitation.

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.

 Negotiating with Lord Strangford 


Te crew o Hawkers is looking or a new supplier or their leviathan blood-
based drug product. Tanks to an investigation project by their Spider, they
have reason to believe that the leviathan hunter captain, Lord Strangord, has
    S
“flexible” ideas about demonic orces and is looking or a new partnership.     N
Tey’ve decided to execute a social plan, by casually meeting the captain at a     A
    L
masquerade party held in honor o the Arkenvorn holiday.     P
    D
Tey have 1d to start, or sheer luck. Te detail o their plan is good, exposing a     E
    K
vulnerability in the target, or +1d. Also, the crew happens to be very riendly     N
    I
with the host o the party, Rolan Wott, a wealthy and corrupt magistrate—this     L
 gives them another +1d. Tey roll 3d and get a �������� ! 
Te GM thinks about how the PCs might slip past the first potential obstacle and
end up in a controlled position against Captain Strangord. Tey go with the
obvious choice: normally an important man like Strangord would be swarmed
by a throng o young nobles seeking his avor, but the PCs are able to time their
approach perectly. Just as they draw near, Strangord disentangles himsel
 rom some boring dilettantes and makes a bee-line or the PCs, hoping these
rougher-looking characters will provide him with more interesting conversation.

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 perorms as part o the
plan. (See eamwork , page 134, or details.) A successul setup maneuver can
improve position or teammates (possibly offsetting a bad engagement roll) or
give increased effect. An unsuccessul 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 perormed 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 artiact rom the Museum o the Ancients, then later use that artiact
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.

131
4

FLASHBACKS
Te rules don’t distinguish between actions perormed in the present moment
and those perormed 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 conronts you about recent
thefs o occult artiacts when you’re at Lady Bowmore’s party, you can’t call
or a flashback to assassinate the Inspector the night beore. 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 conront you
at the party—so you could use that opportunity to impress Lady Bowmore with
your aplomb and daring.

132
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... helpul? 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. Hopeully.” 

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.

133
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 perorming 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.

���� � ����� ������


When you lead a group action, you coordinate multiple members o the team
to tackle a problem together. Describe how your character leads the team in
a coordinated effort. Do you bark orders, give subtle hand signals, or provide
charismatic inspiration?
Each PC who’s involved makes an action roll (using the same action) and the
team counts the single best result  as the overall effort or everyone who rolled.
However, the character leading the group action takes 1 stress or each PC that
rolled �-� as their best result.
Tis is how you do the “we all sneak into the building” scene. Everyone who
wants to sneak in rolls their P���� action, and the best result counts or the
whole team. Te leader suffers stress or everyone who does poorly. It’s tough
covering or the stragglers.
Te group action result covers everyone who rolled. I you don’t roll, your
character doesn’t get the effects o the action.
Your character doesn’t have to be especially skilled at the action at hand in order
to lead a group action. Tis maneuver is about leadership, not necessarily about
ability. You can also lead your crew’s cohorts with a group action. Roll C������
i you direct their efforts, or roll the appropriate action rating i you participate
alongside them. Te cohort rolls its quality  level.

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�������
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 painully, but Canter is unscathed.     W
    M
    A
��� ��     E
    T
When you perorm 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 useul
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.

DO WE HAVE TO USE TEAMWORK?


eamwork maneuvers are options, not requirements. Each character can still
perorm solo actions as normal during an operation. I your character can’t
communicate or somehow coordinate with the rest o the team, you can’t use or
benefit rom any teamwork maneuvers.

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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
beore 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 beore. 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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“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 surace 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 conront this spirit?”
says with a smirk. “So, you dock the Dylan asks. “Like, deal with its terriying
gondola under a window in a bend in the spookiness by resisting and all that?”

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“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 maniested 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 soa, 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,” mournul 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 hopeully. and grab what we came or beore 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 artiact 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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“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?”

140
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 terriying 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...’ beore
“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
terriying ghost spookiness. What do
you do?”

141
4

�������� �������� “Te other three stand at the points o


“You’re going to sneak upstairs now? a triangle around the artiact. Tey’re
More Prowling, I presume?” Rachel asks. clearly working a spell, apparently
attempting to extricate their sister rom
“Yep,” Ryan says. “And another group
whatever the Eye is doing to her. Tey’re
action, I think, unless you want me to take
concentrated ully on their task and
my chances with zero dice on my own.”
don’t react when you open the door.”
“Let’s do it as a group. I’ll lead this time,
“Well, that explains our mystery bonus
since I don’t have any stress,” Dylan says.
die or the engagement roll. Looks like
Everyone rolls a risky Prowl action, and they’re busy,” Ryan says.
the best result is a �. Rachel advances
“Maybe we should come back when
the “Alert” clock by two ticks since they’re
they’re not indisposed,” Dylan says.
deep inside the house and there are more
“Wouldn’t want to be rude.”
 guardian spirits to contend with. But
Dylan wants to resist that consequence. “I have an idea,” Ryan says.
He rolls Prowess and gets a �. Frost takes Allison and Dylan give him a look. “Do
2 stress and the consequence is avoided. you want to shoot it?” Dylan asks.
“You slink upstairs in the darkness— “Yes,” Ryan says. “But it’s a good
the house has no lights on anywhere, idea! Really. How about: I shoot the
that’s a bit odd, yeah?—but anyway, artiact out o the thrumming spell
you find the bedroom door and it’s not thing—using electroplasmic ammo,
locked. You hear a low humming sound naturally—then Revka redirects the
coming rom within, like a very low- energy o... whatever this is... onto the
pitched tuning ork. What do you do?” Sisters so it whammies them.”
������� ��� ��� “I actually like this idea,” Allison says.
“We peek in,” Dylan says. Dylan shakes his head. “Wow, okay, I
“It’s quite a scene in there,” Rachel says. can get on board with this madness. I
“It’s a smallish bedroom with a our- guess it’s up to me to grab the artiact,
poster bed, a desk, a wardrobe, a clothes then. Without touching it, because
trunk, a vanity, the usual stuff. obviously ‘Let it not taste your flesh’ is
 very solid advice. Ah, I got it: I’ll say
“Te artiact is floating in the middle that Frost happens to have her fine
o the room: a bronze sculpture that shadow cloak   with her. It’s kinda-
looks like two up-swept wings holding sorta magical... I can catch the artiact
a fist-sized, aceted stone between them. in that and wrap it up without touching
It’s emitting a dull orange light, like a it directly.”
dying fire. Pulses come off the stone in
waves, thrumming like the low tuning “Okay, yeah, let’s do this. I actually
ork noise you heard. Arranged around have an escape idea, too,” Ryan says.
the artiact are the Dimmer Sisters— “But first, I’ll take my shot as a setup
or our o them anyway—their aces maneuver or Revka. Boosted effect or
hidden behind veils, as always, dressed better position?”
in long, black lace gowns. One o them is “Let me suggest boosted effect,” Rachel
touching the artiact; she seems rozen in says. “I think you’ll have zero effect on this
time, unblinking, her hand outstretched. crazy artiact spell situation otherwise.”

142
4

“Okay, boosted eect 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 artiact 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 artiact
the electroplasmic ammo, something in the shadow cloak, being very careul
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 beore,”
“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 artiact 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 perectly. As Frost catches
power and Frost runs to catch it.” the artiact, 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 artiact, 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.”

143
4

��������� �� ��������
 How would a different engagement roll result change the score? On a �-�,
Rachel mentioned that she would have conronted 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 powerul 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 beore 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 artiact, 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-lie? Do you think 2 stress is a air cost or that flashback?
Should he have rolled S����� to see how good his inormation 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 successully 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.

145
5

payoff
Afer a score, the PCs take stock o their income rom the operation. A successul
score generates both ��� and ����.
Te crew earns 2 ��� per score by deault. 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 successul 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.

146
5

heat
Doskvol is a city o prying eyes and inormants (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.

heat  want ed l evel  Marking 2 ���� on the ����


tracker. When the tracker is
 ull, mark a ������ �����
and clear all the ����.

147
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
enorcement 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���� �: Lie 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 deense 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.

�: You do your time well. Your crew gains


1 prison claim and +1 action status
with a action that you assisted while you
served your time.

�/�: You keep your head down and do


your time without incident.

�-�:  It’s horrific. You suffer a level of


������ from the experience.

148
5

claims: prison

parole  allied cell block


smuggling
influence claim control

    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.

149
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 vengeul 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 maniests. I ������
����� is zero, roll two dice and keep the lowest result.

HEAT 0-3 HEAT 4/5 HEAT 6+

Gang rouble or Gang rouble or Flipped or


�-� �-� �-�
Te Usual Suspects Questioning Interrogation

Rivals or Reprisals or Demonic Notice or


�/� �/� �/�
Unquiet Dead Unquiet Dead Show o Force

� Cooperation � Show o Force � Arrest

Some groups like to roll entanglements “in the open” so everyone knows what’s
about to hit them. Other groups preer 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 maniest ully beore the PCs have a chance to avoid them. When
an entanglement comes into play, describe the situation afer the entanglement
has maniested. Te PCs deal with it rom that point—they can’t intercept it and
deuse it beore 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.

150
5

������
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 oreit 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 (oreit 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 (oreit ��� 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.

151
5

�������������
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. Foreit (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 ����.

152
5

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 inormation, 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 uniorms
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 Craing , 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 liestyle 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 inormation 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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5

�������
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 araid 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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5

 vice
STRESS RELIEF
Te scoundrels o Doskvol are a special lot. Tey dey 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 lie 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 lie.

INDULGING YOUR VICE


When you indulge your vice, you clear some stress rom your character’s stress
track. Say how your character indulges their vice, including which purveyor of
 vice they use to satisy their needs (see page 299). Tis indulgence takes time,
so it can only be done when the crew has downtime. Alternately, you may choose
to release your character to be “lost in their vice” during a game session, allowing
them to indulge off-camera while you play a different PC. A gang member, riend,
or contact o the crew might be created as an alternate character to play, thus
fleshing out the landscape o PCs.
You roll to find out how much stress relie your character receives. A vice roll is
like a resistance roll in reverse—rather than gaining stress levels, you clear stress
levels. Te effectiveness o your indulgence depends upon your character’s worst
attribute rating. It’s their weakest quality ( I������, P������, or R������)
that is most in thrall to vice.
Make an attribute roll using your character’s lowest attribute rating (i there’s a tie,
that’s fine—simply use that rating). Clear stress equal to the highest die result.

��������������
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.

156
5

 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.

157
5

DOWNTIME ACTIVITIES IN PLAY


Oskarr wants to discover how Silver’s ghost survived disintegration by
electroplasm. He works on a long-term project called “Learn Ghost Secrets
 rom Silver”—an 8-segment clock. Te result o the A����� roll is a �! Oskarr
ticks three segments on the clock.
 Morlan wants to reduce ���� on his crew. He grabs some thugs rom the
 gang and makes the rounds, roughing up shopkeeps, smashing windows, and
 generally terrorizing everyone into submission. Te result o the W���� roll
is a ��������! Te crew’s ���� drops by five levels as the local citizens decide
to orget everything they’ve seen recently.
Canter needs some very special ammunition in order to hunt the demon Setarra.
He acquires an asset rom the the Dimmer Sisters (who happen to be riendly
with his crew right now): bullets made rom quicksilver and deathlands ash,
consecrated to the orgotten god o the Unbroken Sun, ancient enemy o all
demons. Te ier roll is a �: only standard quality, which isn’t enough or this
rare item. Adam (Canter’s player) spends 2 ���� to bump up the result to
a ��������: exquisite quality. Canter gets his bullets—powerul enough to
seriously harm the inernal creature.

NPC & FACTION DOWNTIME


NPCs and actions also do things when the PCs have downtime. Te GM
advances their project clocks  and chooses a downtime maneuver or two or
each action that they’re interested in at the moment. Choose any maneuver that
makes sense or that action to pursue. For example:
 Seize a claim or increase hold, make  Achieve a short-term goal they’re in
an enemy vulnerable, or reduce the position to accomplish.
hold o a vulnerable enemy.  Acquire a new asset.
 Gather inormation on the PCs (may  Call in a avor rom another action.
be opposed by a PC roll) or another
 Employ political pressure or threats
subject.
to orce someone’s hand.
GM: Choose downtime maneuvers and advance clocks or the actions you’re
interested in right now. Don’t worry about the rest. Later, when you turn your
attention to a action you’ve ignored or a while, go ahead and give them several
downtime phases and project clock ticks to “catch up” to current events.
I you’re not sure how ar to progress a action’s clock, make a ortune roll using
their ier as the base trait, modified up or down depending on the opposition
or circumstances. ick 1 segment or a �-� result, 2 segments or a �/� result, 3
segments or a � result, or 5 segments or a ��������  result.
When actions do things that are known in the criminal underworld, tell the
players about it through one o their friends or contacts or vice purveyors. Tese
rumors and bits o gossip can lead to uture scores and opportunities or the PCs.

158
5

DOWNTIME ACTIVITIES SUMMARY


 Add +1d  to your roll i a  friend  or contact  helps with your downtime activity.

 acquire asset recover


Roll the crew’s ier.   he result Get treatment to tick your healing     E
    M
    I
indicates the quality  o the asset: clock   (like a long-term project).     T
 C�������: ier +2. When you fill a clock, each harm is     N
reduced by one level.     W
 �: ier +1.     O
    D
 �/�: ier.     N
 �-�: ier -1.
reduce heat     O
    I
    T
    C
Some items require a minimum Say how you reduce ���� on the     A
    F
quality result to acquire. o raise the crew and roll your action. Reduce
    &
result beyond critical, you may spend ���� according to the result level:     C
2 ���� per +1 ier bonus.     P
 C�������: Clear five ����.     N
 �: Clear three ����.
long-term project  �/�: Clear two ����.
Work on a long term project , i you  �-�: Clear one ����.
have the means.
Mark segments on the clock
according to your result: train
 C�������: Five ticks. Mark 1 xp (in an attribute or your
 �: Tree ticks. playbook). Add +1 xp i you have
the appropriate crew upgrade. You
 �/�: wo ticks. may train a given xp track once per
 �-�: One tick. downtime.

 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 ������.

O����������: You made a bad call because o your vice—in acquiring it or while


under its influence. What did you do?
 A������ T������: Maybe an enemy has tracked you to your vice purveyor
and you let your guard down. Select or roll an additional entanglement.
 B���: Maybe you brag about your exploits. Te crew takes +� ����.
 L���: Play a different character until this one returns rom their bender.
 T�����.  Your current purveyor cuts you off. Find a new source or the
indulgence o your vice.

159
6

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.

 Casdannik the Left Hand 

160
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 sae. 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 sae, 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.

161
6

I your character is in a burning building, trying desperately to open the sae 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 sae-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 conusing 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 successul 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.

162
6

TRIGGERING THE ACTION ROLL


Te game is a conversation between the people at the table. You’re talking, narrating
actions, speaking in character, making jokes, sketching maps, speculating about
what might happen, all that good stuff. But it’s just talking , right? Tere’s a thing
that happens in a roleplaying game where the conversation shifs. Where you go
rom just talking  to using a mechanic. What’s that like?
Tis shif in the conversation is the GM’s responsibility (they should always be
on the lookout), but anyone can call or it. So, when do you call or it? You call     Y
    A
or an action roll when any o these happen:     L
    P
 A player character attempts a challenging action  that might be dangerous     O
    T
or troublesome.
    W
 A player character leads or gives orders to an NPC or NPC group , which     O
    H
aces something dangerous or troublesome.
 Someone grabs the dice and gets all excited about making a roll.
So, then, what do you actually say? I like to first ask the player how they’re
accomplishing their action. Which o their action ratings will they use? Ten,
I suggest the position the character is in and the likely effect level they’ll have.
Player: “So he has the amulet? Okay, I’m orcing him to hand it over.” 
GM: “Okay then. How are you gonna do that?” 
Player: “I look him square in the eye and I Command  him to hand it over.” 
GM: “Cool. Sounds pretty risky  to me. He’s no push-over and his goons are
standing right there. Probably a limited effect since you’re outnumbered, unless
 you have a particularly potent threat to make here.” 
And then the other players chime in and suggest an alternative position or effect
level, or the player revises their statement to something more or less daring, or
everyone just nods and we’ve shifed into using the mechanic.
Te main thing to remember is that the group works together to set the goal,
position and consequences o each roll. Don’t all into the habit o simply “calling
or a roll” to do stuff in general, without really engaging the group in t he process
o position and effect in a meaningul way. I a PC wants to suddenly kill an
enemy, well, that’s quite the maneuver isn’t it? Are they in a controlled position
to do that? Is it risky? Is it desperate? What are they risking? ake a moment to
put everything in context in the fiction.
I the enemy is trying to kill them right back, then it’s probably desperate. Tey’re
going toe to toe, to the death. On a �/�, they do it, yeah, with consequences. Tey
inflict a mortal wound, and (in this example) they suffer one in return.
For some players, suffering a deadly wound won’t seem like a “success.” In Blades,
though, an action roll resolves both the action o the PC as well as the action o
the enemy. Te enemy is trying to do stuff, too, and a “partial success” means they
manage to do something. Te action roll covers the whole exchange (or even a
whole fight)—all the attacks and harm at once, or both sides.

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In Blades, the PCs can’t really do things saely. 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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HOW TO CHOOSE AN ACTION


When an action roll is called or, the character is usually already in motion, doing
something in the fiction. Tis thing they’re doing will almost always determine which
action rating to roll. However, a player is ree to revise their character’s action in order
to use a different rating, as long as the character perorms the new action in the fiction.
For example, Nox wants to sneak into the secret meeting room o the Circle o
Flame. Te GM asks her how she does that and Nox’s player says she’ll climb
the outside o the tower and slip in through a window. Climbing is a P����
action, so that’s what she’ll roll.
Nox’s player might change her mind and say, “Hmmm... I’m not very good at
Prowling. I want to climb in using Finesse, instead. It’s like I’m Finessing my
way in, right?” No. Nox can certainly try to F������ her way in—through
misdirection or subtle action—but Nox cannot “use F������” to climb the
tower. Te action o climbing is... well, climbing. Athletic moves like that are the
P���� action. I Nox wants to F������ , instead, that’s fine, but that means
she is not climbing the tower.
Sometimes, several actions will reasonably apply to a situation. Tis is fine. Te
player may choose the action they want to perorm, and the GM sets the position
o the roll accordingly.
 Arlyn is hanging rom a rope in the darkness outside the quarters o Mylera
Klev, leader o the Red Sashes. As Mylera enters the room, Arlyn’s player says
she wants to shoot Mylera in the back. Which action should she roll? P����
covers an “ambush with close violence” and H��� covers “shooting rom a
distance”—they both seem to apply here. Te GM says that H������ will be a
controlled roll (this is an ideal hunting shot, afer all) and a P���� attack will
be risky: to “ambush with close violence,” Arlyn will have to first swing through
the window and then ollow up with a backstab, exposing her to more danger.

THE PURPOSE OF DANGERS & STRESS


Some GMs get rustrated when they eel like the enemy NPCs or threats “aren’t
doing anything.” Tey inflict harm on the PCs, but then the PCs resist and reduce
or avoid the harm. Tis is by design! Te PCs in the game start out as huge
underdogs. Te stress system gives them a special ability to survive when they
otherwise wouldn’t, so they have some hope o achieving their long-term goals.
Te purpose o threatening harm is not always to inflict  it, it’s to describe it. Te
threats become maniest in the minds o everyone playing, even i they’re avoided.
“Te ghost is entangled with your soul.” 
“You hear the bone snap as you hit the cobblestones.” 
“You can tell that she’ll never trust you again.” 
Te bad outcomes are spoken aloud. Tey hang there in the room as horrible
potential. Tey’re scary. Ten the player gets to roll their resistance, look you in
the eye and say, “No. It’s not that bad. I take the stress instead.” It’s empowering.
Tey look danger in the ace and laugh. Tat’s the nature o a scoundrel.

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Your job is describing the harmul 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 maniest 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. Beore 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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THERE’S ALWAYS A CONSEQUENCE


Every time you roll the dice in Blades, the situation changes. Tere’s no such thing
as a “nothing happens” result rom a roll. How does this work?
Te “ailure” results or action rolls (�-�) are not simply “misses.” Te character’s
action has a tangible outcome. Something happens that changes the situation. On
a controlled ailure, the character spots a flaw in their approach, and can decide to
withdraw or push their luck with a risky action. On a risky  ailure, the character
suffers a consequence that presents some kind o trouble. Tings get worse. On
a desperate  ailure, the threat dominates and makes the situation much worse.

FAILING GRACEFULLY
Te system o Blades in the Dark is designed to ail graceully. 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 perectly
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 comortable. 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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 ABSTRACTION VS. DETAILS


Blades in the Dark usually depends on specific fictional details in order to work.
For example, it might be important to understand exactly how a spirit bottle is
constructed—because a character decides to suddenly smash one to surprise an
enemy who has them at gunpoint. It’s a small detail, but the description o the
bottle contributes directly to understanding which position to roll or the action,
the actors that go into effects, and the consequences at risk. Fleshing out the
little details o the world makes the game system unction better.     Y
    A
Tere are other times when abstraction is preerable, though. For example, the     L
    P
players wonder how the Circle o Flame has ared during the recent outbreak     O
o the Cold Slumber plague. Are they weak and vulnerable now? Te GM could      T
create or try to remember all the details about the Circle o Flame that might     W
    O
affect their situation during the outbreak, or she could simply use the abst raction     H
o the action’s ier rating to make a quick ortune roll and see how it went or
them. I no specific details have been established in play to indicate the Circle’s
resistance to an arcane sickness, then the abstraction o ier covers it just fine.
A problem can arise when you try to use an abstraction when details are already
present. For example, we may know or a act that the Circle was one o the groups
who created the plague, and they took special precautions against it (including
moving important assets and leadership out o the area). In this case, it might be
weird to simply use the abstract ier rating o the action or a ortune roll. We already
know specific details, so the catch-all o “ier rating” isn’t very useul here. Perhaps
it’s obvious that the Circle has ared very well, so the GM says so. Or perhaps there’s
still some risk, so the GM rolls 6d or “plague preparedness” rather than their ier.
Te same goes or the quality o items, assets, and deensive measures. Since
the Hive is ier III, does that mean that every single lock on every single door
in every part o Hive tur is a “ier III lock”? No. Te Hive’s ier rating is an
abstract indication o the quality o stuff they’re likely  to have, usually . A lock on
a minor storeroom door is probably just a cheap lock. Te lock to their secret
documents room is probably fine or even exceptional   (making it even higher
quality than ier III). When we think about the overall quality o the Hive, it’s
“ier III.” Tat abstract ier rating can be used or lots o things. But when there
are specific details in play, those details establish what’s actually true. Tey don’t
have to perectly conorm to the abstraction in every single case.
Te abstracted parts o the game—ier, ����, stash, quality, engagement rolls—
are abstract so that the game play can ocus on what’s most important: the
choices, actions, and consequences of the player characters . Action rolls are
where the meat o the game happens. Don’t eel beholden to the abstractions
when you have specific fictional details to work with.

 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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 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 sae 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 lie 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.
git. 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
maniest.

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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.

171
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CONSORT EXAMPLES
When you C������, you socialize with
riends and contacts. You might gain C���������
access to resources, inormation, 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 sae.
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
unamiliar 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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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 graceul 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 careully to get all the way     N
    O
What do you finesse? What’s graceul
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
graceul, 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 preer some time scraps o reuse 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.”

173
6

HUNT EXAMPLES
When you H���, you careully 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 skillul 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 perorming 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 beore
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?
perorm in any given situation, which
the GM then judges or position and D��������
effectiveness. When the fight is on, do Beore 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.

174
6

PROWL EXAMPLES
When you P����, you traverse skillully
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
skillully. 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 halway 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 saety.
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 beore they’re knocked out open fire. ake level 4 harm as you’re shot
o the hide-and-seek fight. to pieces.

175
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 knie 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 deending, 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 knie 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 deend yoursel.
doesn’t mean they stop punching you so ake level 2 harm, “Knie 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
perorm 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.

176
6

STUDY EXAMPLES
When you S����, you scrutinize details
and interpret evidence. You might gather C���������
inormation 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 oten used to “read a Lampblacks.
person”—this is a gather inormation
�/� 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
sae 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?

177
6

SURVEY EXAMPLES
When you S�����, you observe the
situation and anticipate outcomes. You C���������
might spot telltale signs o trouble beore 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 oten 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 beore 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 beore it kicks off.
with the Lampblacks, or example, you
might ask, “What’s really going on here?” �/� Reduced Eect:   You sense the
to get a clear read on the situation. ambush, but it’s down to seconds beore
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 saer position.

178
6

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 sae, 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 lie. 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.

179
6

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 sae. You might disable  properly and we can pass saely 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? beore 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 beore they
twist, and modiy. 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 useul 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-crat 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 sae 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 deense,
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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players’ best practices


EMBRACE THE SCOUNDREL’S LIFE
Te scoundrel’s lot is a tough one, to be sure. Te world in which they are trapped
is deeply, cruelly unair—created by the powerul to maintain their power and
punish anyone who dares to resist. Some o the systems o the game are built to
bring these injustices into play. No matter how cool or how capable the PCs are,
the ���� will pile on, entanglements will blindside them, the powers-that-be
will try to kick them down with no regard.
Depending on who you are in real lie, this predicament may come as a shock
to you, requiring some new understanding on your part. Or it may be all too
amiliar. Either way, your character is not you. Teir ate is their own. We’re the
advocates and ans o our characters, but they are not us. We don’t saeguard
them as we might saeguard ourselves or our loved ones. Tey must go off into
their dark and brutal world and strive and suffer or what they achieve—we can’t
keep them sae here with us. Tey’re brave to try. We’re brave to ollow their story
and not flinch away. When they get knocked down, we look them in the eye
and say, “You’re not done yet. You can do this. Get back in there.” And, unlike
in our own world, our characters in Blades in the Dark cannot be deeated by
mere power. Tey can be hurt—and they surely will be—but their resistance is
always effective. Te tools o oppression ultimately break against their defiance.
I we’re willing to step back a bit, to not suffer their trials as personal ailures, to
imagine them as perseverant when we ourselves might quail, we might get to see them
win past pain and despair into something else. It’s a long shot, but they’re up or it.

GO INTO DANGER, FALL IN LOVE WITH TROUBLE


You’re a daring scoundrel on the mean streets o a haunted city. You’re not a
risk-averse, ordinary citizen. I you were, you’d indenture yoursel to a work-
house and scrape out a meager living inside the status quo. You are daring, bold,
ambitious, and ready to take big chances to live a bigger lie.
Don’t shoot down risky ideas. I something sounds un and dangerous, well,
that’s great! Te game system is designed to make risky actions very achievable
or the PCs. Objections like “they might catch you,” or “you could mess it up”
are meaningless. Tere will always be risk in everything you do.
You’re scoundrels at the bottom o the pile, daring to challenge the powers-that-
be. Embrace this idea! Aim the action o the game toward what’s cool and un and
don’t eel like you have to manage every little risk. Tere will always be trouble and
consequences o some kind. You’ll drive yoursel batty i you try to avoid it all.

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6

Consequences aren’t failures. Most actions will result in consequences—harm,


stress, ����, new enemies, etc. But, in turn, most actions will succeed. Even with
 just two dice, you have a 75% chance o success. Success with complications,
sure, but success nonetheless.
Tis means that you can take risks to achieve your character’s goals—goals that
    S
a person with your character’s lot in lie would otherwise never achieve—you’ll     E
 just have to suffer the consequences to get there. Is it painul or your character?     C
    I
    T
Sure. Pursuing their goals will grind them down and hurt them in many different     C
    A
ways. But it doesn’t have to be painul or you! Consequences drive the action     R
o the game. Consequences give you more chances to do cool scoundrel-y     P
    T
things—which is the whole point o playing the game!     S
    E
Don’t let consequences rustrate you. Enjoy the rare � that lets you do it scot-     B
    S
ree, but also learn to love those �s and �s. Tat’s the core o the scoundrel lie.     R
    E
    Y
DON’T BE A WEASEL     A
    L
As a player, you have the privilege o choosing which action to roll. But with this     P
privilege comes a responsibility— choose the action that matches what your
character is doing —not simply the dice pool you would like to roll.
For example, when you roll T�����, it’s because you tinker with something .
When you roll S���, it’s because you sway someone’s opinion. I your crafy Leech
shows off a cool gadget they made in order to sway a potential client, then the
Leech is S������ them. Tey’re not “using T�����” to impress the person.
Tat’s not how actions work.
O course, you can do a setup action with T����� to build a gadget that might
impress someone so they’re more easily swayed (thereby increasing the effect
or position o a ollow-up action). But when you actually go to sway them, you
roll your S��� dice. Tat’s why they’re called actions, not skills. Tey’re about
what you’re doing, not what you know.
I you’re the type o player that really needs to use their best dice pool all the
time, take the Slide’s special ability R���’� G�����. It will cost you stress—but
at least you won’t be a weasel.

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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6

USE YOUR STRESS


Te ability to take stress is what separates your scoundrel rom all the other
people in the Dusk. Stress represents a pool o potential that can make you and
your crew much more effective i you’re willing to use it.
ake 2 stress to push yoursel and get an assist rom a teammate (they take 1
stress) and your odds o success greatly increase. Te game is balanced so things
are pretty tough or characters by deault—that’s the nature o Doskvol, afer all.
But by burning your stress, you can “break the rules” and perorm beyond what
you normally could achieve. I you hoard your stress, you might find that things
are very tough or you.

DON’T TALK YOURSELF OUT OF FUN


When it’s time to choose a type o plan, pick the one that sounds un to you.
Sure, your characters might try to play it smart and come up with a “good” idea
and everything, but don’t orget that you’re playing this game so you can have
exciting scenes o underworld action that appeal to you. Advocate or the plan
type that will be most interesting and exciting—not always the one that seems
like the clever thing to do. Your characters are daring, right? You can be, too. Go
with what sounds like un. Te game will take care o the rest.

BUILD YOUR CHARACTER THROUGH PLAY


In Blades, your character begins as a simple sketch. You only have a ew sparse
details. You’re a scoundrel! Maybe you used to be a noble or a laborer. You’re rom
Iruvia. You tend to S������� and C������ people to get what you want. Tat’s
about it. We don’t know—and we don’t yet need to know—who you “really” are.
In Blades, “character creation” lasts or the whole series o play. Your character’s
belies, drives, ambitions, and persona will emerge over time. We play to find
out who you are at first, then who you become, and how you change (or don’t),
and it will come out o the process o play—the choices you make, the lines you
cross, the things you’re willing to sacrifice, when you give up, and when you don’t.
I you’ve played other RPGs with persona or drama mechanics—you’ll find them
missing here. In this game, you don’t first create your character as a ully realized
fictional protagonist and then play that person. Instead, you start with a vague
sketch and then create the character over time, on screen, as the game develops.
You’re not beholden to initial choices or “who you really are” as a concept. You
are what you become over the course o play.

184
6

 ACT NOW, PLAN LATER


In roleplay gaming, spending a bunch o time planning can be really boring and
pointless. You have a long talk about a dozen “what i ” scenarios that never come
to pass in play. All the points and counter-points about hypothetical situations
turn out to be wasted time. Instead, move on to the action—and then “plan”
    S
using flashbacks or downtime actions instead.     E
    C
    I
Plan with a flashback  when the engagement roll goes wrong. You’re about to     T
break into the museum o antiquities but the engagement roll comes up �—     C
    A
your crew is suddenly accosted by the patrol o moonlighting Bluecoats who     R
    P
are working as security. Oh no! We should have planned or this! Nah, just call     T
or a flashback.     S
    E
“Let’s have a flashback to the night beore or a setup maneuver. We see Silver     B
    S
Consorting with our Bluecoat contact, Laroze. Maybe she was able to get some     R
    E
dirt on the local Bluecoat officers that she can use or leverage now—or better     Y
    A
effect i we Sway him to look the other way...”      L
    P
See how this is a much more badass orm o planning? You could have discussed
the merits o C��������� with Laroze ahead o time, just in case, in an endless
debate o risk and reward. Or,  you can wait to see the trouble you’re in , then
flashback to a preparation that exactly applies to the situation at hand—making
your character look terribly clever and cool. Much better, yeah? One o the reasons
why the PCs have all those stress boxes is so you can do sly retro-planning
maneuvers like this. Sure, this business with Laroze is a little ar-etched, but
that’s okay. Tat’s what the stress cost is or. Pay the stress or the flashback and
you have a perect plan ready to go.
Your flashback doesn’t undo the result o the engagement roll—it isn’t time travel.
Instead, you attempt to address the current bad outcome by making a roll as
normal, except in this case the action takes place in the past. Te bad engagement
roll still matters—you’re in a bad spot—but by using a flashback or your action
you can show how your earlier planning helps you deal with it now.
As long as you have stress to burn and a un idea or a flashback, you can deflect
or block some o the trouble rom bad engagements afer you see what they are,
rather than trying to anticipate everything beorehand.
You can also plan by working on a project in downtime . Te engagement roll
partly depends on how vulnerable the target is. So, during downtime you can
propose a long-term project like this: “I want to work on making the Red Sashes
 vulnerable to an assault.” Te GM will ask you how you want to work on that,
and you’ll make a roll, and when the clock is finished, whaddya know? Te Red
Sashes are now more vulnerable to an assault, and your engagement roll will have
more dice. Since this preparation happens during downtime, you don’t need to
debate its merits as a “plan” with the whole group. It’s simply something your
character spends some o their time on, and it benefits everyone, so there’s no
debate needed. And, i you can knock out the project in one downtime phase,
even better! Te Red Sashes will be vulnerable right away.

185
6

T�� S���� G��� ��� ��� C��� G���


by Duamn Figueroa

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 powerul 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 beore, 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 demystiy
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 preerred method o
problem solving (threats, bargaining, violence, charm, etc.). Give each action
context—the knie fight is on rickety wooden stairs; the inormant 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).

187
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

Opportunities need not be balanced or consistent. Sometimes they’ll be exquisite—a


clear exploit, an ideal target, a at payday. Sometimes they’ll be poor—a perilous
opening, a troublesome target, a thin margin or profit. But there’s always something
to be ound. Te setting o Doskvol is designed the way it is so that the next chance
or a score easily flows rom the fiction. Look around at the actions and NPCs
that interest you. Who’s vulnerable? Who needs something done? What part o
the setting are you curious to see in play? It’s sure to have opportunities or crime.
Between scores, the PCs are ree to gather inormation to set up the next
    S
operation. I the players don’t have their own idea or a job, this is the perect     N
chance to look or a new opportunity. Ask them i they’d like to perorm a group     O
    I
    T
action to discover something, and how their crew goes about that kind o thing.     C
Do they C������ people to spill useul secrets? Do they C������ with their     A
    M
network o riends and contacts? Do they S���� the newspapers and other     G
documents, looking or weaknesses to exploit? Do they H��� or victims across
the district? A “legwork montage” may ollow their rolls, allowing you as the GM
to convey the details o the opportunity through brie moments o action and
snippets o dialogue rom NPCs.
When you present an opportunity, it should include the components necessary
or the players to understand how they might mount a score. It may not be ideal,
but it should actually be an opportunity; not a vague and indistinct notion. Te
PCs should understand that “Te Dimmer Sisters have lost their tur and now only
their mysterious (and haunted) townhouse lair remains. Teir enemies are closing in
to finish them off.”  It’s not sufficient to say, “You hear that there’s something going
on with the Dimmer Sisters.” Depending on the outcome o the investigation (or
the strength o their inormant’s or contact’s connection to the opportunity), you
can provide even more details and hooks or the action to come. “Te Crows are
closing in, poised to finish the Sisters off. You know how Lyssa is! Te Sisters could
use your help… or maybe betraying them to the Crows is the more profitable move.” 
An opportunity consists o:
 A target. Te Ministry o Preservation.
 A location. One o their contraband storage warehouses near Gaddoc Station.
 A situation. A spirit essence smuggling ring was busted by the Wardens at
Gaddoc Station just yesterday.
 One obvious vector or a plan. Laroze can get hired to moonlight as security.
He’ll let you in the back door—or a cut o the profits.
Better inormation rom contacts or investigation (or other means) may include:
 Connected factions and what they need or want. Tose essences were paid or
by the Hive. Tey want what’s theirs.
 A not-so-obvious vector or a plan. Spirit essences can be compelled through
the ghost field... in theory.
 Interesting secrets, a link to an alternate opportunity. Te Wardens are likely to
secure any captured essences with arcane protections. Te Reconciled abhor the
essence trade and may be a possible ally or enemy, depending on what you do.

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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 SAGE 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
inormation 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 lie, 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 clariying
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.

��� �� ��� ������


When they say, “We should break into Inspector Klave’s house,” that’s your cue.
Say “Tat sounds like a Stealth plan, yeah? What’s your point o entry?” Ten,
when they give you the detail, you say, “All right, so you’re on the roofop o the
abric store across the alley rom their house. It’s quiet and dark in there. You
throw your ropes and grapnels across. Let’s make the engagement roll.” Bam, just
like that, you’re on a score. Tat might seem way too ast and breezy i you’re used
to other roleplaying games. You don’t always have to go that ast! But it’s good
to keep this method in mind and generally aim toward it. Anything prosecuted
 via conversation will take longer than you think it will—i you hold this “cut to
the action” idea in the oreront o your mind, you can trim off some time that
might just be ruitless planning or unnecessary hesitation.
Same goes or any kind o “scene change” that happens in play. Like, when a player
decides to go C������ with their riend, you can cut to the action in progress.
“You’re at the usual place, under the Bell Street bridge. It’s windy and raining;
water pouring out o the gutters. Flint struggles to keep her pipe lit. ‘Devil take
this weather,’ she says. ‘What do you want?’” Rather than starting back at the lair
and playing out “Where do you go? Where would Flint be? How can you arrange
a meeting?” you just cut to the action o the meeting in progress and the game
moves along fine, keeping momentum high.

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��������� ������� ������ �� �������


When the action is underway, show them a threat that’s about to hit, then ask
them what they do. Ten it’s easy to know what the consequences are.
She snaps her coat open, stepping away rom you, drawing her pistol. She’s
cocking back the hammer now, in this slow-motion moment—the muzzle
leveling at your ace. What do you do? 
Te Inspector holds out his hand, impatient. Let’s not take all day... He
needs your approved cargo maniest and stamped Ministry o Preservation     S
documents—which you totally have, right?      N
    O
    I
His eyes go wide when you walk in and he curses as he leaps out o his seat     T
    C
and runs ull tilt or the back door. What do you do?      A
You skulk through the rooms o sleeping mercenaries, to the old stone stairs     M
    G
leading down into the cellar. Tere’s no door, just a metal portcullis with a huge
ancient lock, the sound and smell o water beyond in the dark. Boots clomp back
down the hallway as one o the sentries resumes their patrol. What do you do? 
Contrast those with these vague versions:
She starts a fight! Do you Skirmish with her? 
You have to deal with an Inspector at the dock. How do you do that? 
He’s really scared o you. What do you do? 
You want to sneak into their cellar? You can roll Prowl or that.
Without telegraphing the trouble and giving context to the action, the outcomes
can seem murky. You might eel like you have to “invent” a consequence out o
the blue when they roll a �-� or �/�. I you strongly imply the consequences
beore the action roll, though, then it’s obvious what the consequences should
be (she shoots you, your cover is blown, he escapes, you alert a sentry)—they
ollow directly rom the fiction as established.

������ �������
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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Tis GM action applies to maneuvers by powerul enemy actions, too. I they’re


ready and able to do something without clear intererence, then they can just do
it. Go ahead and say, “Te Unseen told you what would happen i you interered.
Tey firebomb your lair while you’re sleeping. You wake up and it’s just burning
timbers and smoke everywhere. What do you do?” Te players will interrupt,
flashback, scramble, and deal with it. It’ll be un.

�������� ������ ���� �� ���


Tis is very similar to the previous GM action, but it’s worth highlighting. You
don’t always have to wait or the PCs to do something. Your NPCs can initiate
the action, too! Te more dangerous an NPC is, the more they should seize the
initiative.
“She’s very smooth and sly. She tells you a lie about why she was late to the
meeting, and it seems totally legit!” 
“Oh, no way. I’m not gonna all or that.” 
“Okay, resist with your Insight i you want to. Otherwise she’s just too good.” 
Tis is a very effective technique, but it can be overused. Save it or an NPC who’s
a real master at something, or or particularly dire situations.

���� ���� ��� ������������ ��� ���


“Yeah, you can run the whole way but you might be exhausted when you
arrive. Want to roll or it and take the risk, or go slower?” 
“Te spirit strikes terror in your heart. You can flee or be paralyzed with ear.
Which is it? Or do you want to resist?” 

���� � �����
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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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 maniest?
 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 maniest 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
preerences, desires, and style. Silver comes to lie 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
preerences, 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 deault. 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 inormation 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 inormation 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 araid 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 (proessionals?)
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. Beore 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 reerence 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 lie 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.

196
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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 perorming, 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 perorming—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.

���’� ���� ��� ��� ���� �����������


When a PC rolls a �-�, things go badly, but it’s because the circumstances are
dangerous or troublesome—not because the character is a buffoon. Even a PC
with zero rating in an action isn’t a bumbling ool. Here’s a trick or this: start
your description o the ailure with a cool move by the PC, ollowed by “but,”
and then the element in the situation that made things so challenging. “ You aim
a fierce right hook at his chin, but he’s quicker than he looked! He ducks under the
blow and wrestles you up against the wall.” 

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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?

���’� �������������� ������


Te consequence(s) you inflict on a �-� or �/� roll will usually be obvious, since
the action has already been established. But sometimes you’ll draw a blank. It’s
okay to keep it simple! A complication can just be some extra ����, or a tick on
a clock that represents a related problem not present in the current scene. Or you
can inflict simple harm like “Exhausted.” Every single consequence doesn’t have
to be an interesting new problem or a brutal reversal o ortune. Go with what’s
obvious to you. Ask the players or ideas i you eel stuck.
���’� ��� �������� ��� ��� �� ����
Some players will plan an operation orever i no one stops them—even i they hate
doing it! Tey think it’s worth the trouble i they can cover every potential issue
or avoid some bad outcome. Tis is not how Blades in the Dark works. Everything
is resolved by engagement and action rolls, so get to them! I someone has a cool
maneuver or idea, that’s great, but it’s probably still a controlled action roll. Tey
can’t plan and discuss their way out o making the rolls. An idea is not execution.

���’� ���� ���� �� ���� ���� ����


I they get into position, make the roll, and have their effect, they get what they
earned . Don’t weasel out o it! Tings are hard enough on them already. Don’t be a
skinflint about victories; deeats will come without your thumb on the scales. Te
scoundrels are at the bottom o the action ladder, but that doesn’t mean they’re
ineffective. It means they needs lots and lots o victories to make it. Tey’re good
at the game, they just started out with negative points on the board. Te same goes
or secrets. I they make the discovery, tell them all about it. Don’t hold on to your
precious secrets. It’s more un to find out what they do about it once they know.
���’� ��� ��
Tere’s almost always a better answer than “no” or “you can’t do that.” Offer a
Devil’s Bargain! “So... you want to seduce the most experienced madam in the city.
Uh huh. Okay then. Tat’s desperate, with limited effect. But here’s a Devil’s Bargain:
regardless o how this goes, you all in love with her. She’s just that good.” 
Or you might say the proposed action has zero effect as the baseline.
“I want to bash down the reinorced door with my bare hands. I’m Wrecking it.” 
“Okay... it’s risky (you might break your hands) and you’ll have zero effect.” 
“I’m gonna push mysel to get limited effect, then.” 
Same thing with super-ancy locks, or ultra elite soldiers, etc. You can set zero
effect as the baseline or a given action—instead o saying no—and the players
can then modiy effect rom there by pushing themselves, using teamwork, etc.

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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 maniests or
not. Resistance changes how much o that danger maniests or how bad it is, but
it doesn’t negate the fictional outcome o the action roll.

���’� ��� ������ �� �� �������


Whenever possible, elide time and edit the action to move ahead to the next
engaging moment. When the players say, “Let’s go talk to Lyssa about a new job,”
you can say, “Okay, you head over to the Crows’ tower, they pat you down and take
your weapons, then you’re brought in to see Lyssa in her office at the top.” Tat’s
potentially 30 minutes o tedium that you might have suffered i you’d played
through every beat, like, “Okay, so where are you now? At Rigney’s tavern? Let’s
look at the map. Okay, you’re on this street here and the Crows’ lair is over here.
Which way do you go?” Tere’s no need or that kind o moment-to-moment
drudgery. Imagine the action like a V show or film. Te group announces an
intention, there’s an establishing shot o the new situation, then the action starts.
I the players get antsy, such as, “Whoa, hang on! I want to do something first,”
or, “I don’t want them to take my blade, I want to hide it so they don’t find it with
the pat-down,” then that’s fine. Ask them what they do and resolve their action,
then move on to the new situation.

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A������ M����, M����� S������:


G����� S����������� �� D�������
By Andrew Shields
When improvising, it helps to have a the restricted electroplasmic barrier
ew key themes to all back on so you technology. Maybe they curate a museum
have a consistent flavor or your setting. o art made by ghosts.
For Blades in the Dark, one o those hose improvisations were based
key themes is electroplasm. Duskwall on thinking o how it traces back to
runs on electroplasm. It is the distilled electroplasm, but also thinking o the
essence o the ghost ield, rendered breadth o how that could apply.
rom demon blood. You can connect Finally, the power o Gothic storytelling
it to technological industry, with new (or me) comes in the uneasy clash o a
lightning wall technology, electric lights, rational, intellectual, scientific worldview,
and gadgets. You can also connect it to the and a superstitious, emotional, magical
supernatural, with ghosts, other undead, worldview. Electroplasm has that built
leviathans, Whispers, and ancient runic in, as people were coping with it beore
magic. Electroplasm uels the technology industrialization harnessed it properly
and energizes the supernatural. as a mass-produced energy type. As
I you are hard pressed and need to they lost sight o its identity as anything
think up something valuable to reerence, but a resource, they lost the respect the
steal, or wreck, how does it relate to superstitious showed. I you eel you are at
electroplasm? I you need to think o a risk o getting stale in improvisation, jump
cool site or something to go down, keep back and orth across the Gothic line.
that electroplasmic lens in mind to give it Tey go to meet a contact, you want to
unique touches. Maybe you need a quick make him interesting. Maybe he’s proud
obstacle; maybe it relates to electroplasm. o his electrified walking stick, and he
You don’t want the scoundrels to lights his cigarettes with it. Or, to jump
run across electroplasm walls as an to the other side, maybe he’s got runes
obstacle over and over. But there could on his hat-band so he can trap a ghost
be a restless spirit that maniests and is there i he gets in a pinch. Either way,
intensely territorial. Or maybe a team your contact just got more interesting,
o Spirit Wardens picked tonight o all and also is a flavor fit or Duskwall.
nights to do an alley sweep to wipe out You need a heist location. On one side
the residuals. Or maybe there is a Whisper o the Gothic line, it’s an abandoned
with an independent agenda in your way, distillery or leviathan oil. Te Spirit
communing with the spirits, and you’re Wardens were underpaid and sloppy
reluctant to interrupt. Maybe when in clearing it out, and all the dead in a
you were casing the location an illegal hal mile congregate here, corporeal or
leviathan blood vendor spotted you and otherwise. But the office still has the sae...
thinks you’re spying or the Bluecoats, and On the other side o the Gothic line,
sends thugs afer you. three ragged basements connect to the
Need a rich NPC? Maybe they own cellars o a wealthy aristocrat. One o
a leviathan hunter fleet o our ships. them houses a squatter who has covered
Maybe they made their ortune rom all suraces with chalk runes, trapped by
Whispers prodding ghosts or blackmail a paranoia that there is a specific ghost
material. Maybe they manuacture out to get her. Maybe tonight there is...

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7

starting the game


��������� ��� ��� ����� �������
During the first session, the group will choose a crew type, create their scoundrel
characters, and embark on their first score. You might be able to finish the first
score in the first session, but you might not, depending on how quickly the crew     E
    M
and characters come together. Either way is fine.     A
    G
o prepare, read through character and crew creation again. You’ll take the lead on     E
    H
that process, walking everyone through the steps and answering their questions     T
as you go. Te creation phase is very important—it impacts all o the uture     G
    N
    I
sessions you’re about to play—so take your time and create a cast o characters     T
that everyone is curious about.     R
    A
    T
Skim through the Factions o Doskvol (starting on page 283) and pick three or     S
our that you’re especially interested in. During crew creation, the players will
ask you about some actions connected to their crew, so it’s good to have a ew
in mind already. I you’re using the “War in Crow’s Foot” starting situation (see
page 204), you’ll probably want to use the Crows, the Lampblacks, and the Red
Sashes as your connected actions to start.
You can also prepare with some o the game’s touchstones  (page 4). Watch an
episode o a V show or a movie, read a comic or a book, listen to music—
whatever inspires you and puts you in the mood or Blades in the Dark. Fill your
head with industrial-antasy images and ideas and spend some idle time just
imagining the dark city o Duskwall and what it’s like there.
Finally, print out the game sheets (available at bladesinthedark.com). You’ll
want at least two o each playbook (in case two people pick the same one) and
one o each crew type. Also print the rules reerence sheets, the GM sheets, and
the map o Doskvol.

�� ��� ����� �������: ������� ������������


Afer everyone shows up and chit-chats and then finally settles down, ready
to play, what do you say first? I like to start by giving a punchy synopsis o the
game (even i everyone already knows it—it helps shif into “let’s play” mode).
Okay, so you’re all daring scoundrels on the haunted streets o Duskwall, seeking
 your ortunes in the criminal underworld. Let’s make some characters and
 orm a crew! Here are the playbooks. Tey’re the different types o scoundrels
 you can play. I’ll summarize them and then you can choose...
Te key is not to over-explain or drown the players in loads o details or mechanics
at this point. Give a little context so they understand what they need to do, but
don’t try to tell them everything in one big speech at the start. I they’re curious
and asking you questions, that’s good! Don’t explain all the rules up ront. You can
teach the rules as they come up during play. Don’t give a lecture about Duskwall
and its history. Keep everything as simple as possible.

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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.

�������� ���������� ��� ��� ����


Follow the procedures on page 57  and page 99. Ask the players some o
these questions while they do it:
 Why did you become a scoundrel?   You both have the same background.

 Have you ever been locked up? Why? Did you come up together? Were you
 Are any o your riends still behind bars?   partners beore this crew was ounded? 
 How did you join this crew? Did  When was the last time you used your

another member vouch or you? Were blade? Why? 


 you a ounding member?   Who do you trust the most on the crew?

 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
beore 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
beore 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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��������� ���������� � ����


Go around the table and ask each player to introduce their character to the group.
Tey should say their name or alias, their playbook, look, heritage, background,
and special ability. Ask them about their vice. Ask them who their best riend and
rival are—maybe ollow up with a question or two about those NPCs, like “Why
is Flint your rival?” It’s okay i the answer is “Let’s find out in play.”
    E
Do the same thing with the crew. Ask the players to remind you what they picked     M
or their special ability and upgrades. Te hardest part o crew creation is usually     A
    G
the name! ell them that the crew will probably acquire a name based on what     E
    H
they do in play. Tey don’t need to have one figured out at the start.     T
    G
��� �������� ���������     N
    I
Afer the characters and crew are introduced, throw the PCs into the starting     T
    R
situation and start the game in earnest. A starting situation consists o three     A
    T
actions that are currently entangled in a clear problem with no simple solution.     S
You can create your own starting situation as ollows:
 Set two actions directly at odds, with opposing goals. Tey’re already in

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

continuation. Tis action is eager to recruit help.


Te “War in Crow’s Foot” situation on the ollowing pages ollows this ormat as
an example you can use. You can add a ourth action into the mix i you want
to, either as a third party in the main conflict, or as a second connected action
whose ate is tied to the struggle. Don’t go crazy adding actions, though. Keep
it simple at first—things will snowball rom here.
Te purpose o the starting situation is to launch the first session with good
momentum. Te players don’t have to flounder around looking or something to
do. You throw them into a situation already in motion so they can simply react
at first, rather than doing even more creative work right afer all the character
and crew creation phases.

��� ������� �����


Establish the location at one o the action’s headquarters. What’s it like? What’s
the mood and disposition o the action’s gang?  Te PCs are there, in conversation
with the action leader or their second-in-command about the current trouble.
Tey summarize the situation as they see it, then make a demand o the crew or
offer them a job. What could the PCs’ type o crew do or this action to help them ?
I the players are reluctant to help this action, ask them i they’re already working
or one o the other actions in the situation. Or maybe there’s an opportunity
here or them to exploit with a score o their own design.
Ask them what they do right now. How do they respond to the action leader?
Does anyone want to do a flashback to set something up? Whatever they decide,
it leads them into their first score, and then you’re off and running.

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STARTING SITUATION: WAR IN CROW’S FOOT


Your crew is caught up in a perilous (and possibly profitable) situation in the
Crow’s Foot district.
Roric, the ward boss who ran the criminal operations in Crow’s Foot, has been
killed. People say it was his second-in-command, Lyssa, who did it. She now
controls Roric’s impressive gang o cutthroats, who call themselves the Crows.
Can Lyssa establish dominance over the district the way Roric did? 
When Roric died, the peace he had brokered between two enemy gangs ell apart.
Te Lampblacks and the Red Sashes have once again exploded into open war
on the streets. Will their old eud finally be resolved with bloodshed? 
Your crew is poised to profit rom all o this, or be swept up in the chaos and
destroyed. Who will you side with? Do you have loyalties and riendships in the mix,
or are you detached outsiders coldly exploiting the situation? We’ll play to find out!

������� �����
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
inormation, which leads to a plan (or vice versa).
Don’t waste time waffling around. Give them straightorward avenues to pursue
at first. “Do you want to rob the Crow’s card game on Cinder street? It’s probably
not deended 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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SCORE 1: THE WAR TREASURY


One o the action leaders offers you a job: Steal the war treasury o their rival.
It’s about 12 ����. You can keep 4 or your payment.
 Te treasury location is a secret, but  What’s the plan? Provide the detail.

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 artiact 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 artiact 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? 

 What ever became o Roric’s ghost? 

 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 transorm 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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7

the dark future


Afer the launchpad o the starting situation, the game will run through its
cycle to carry the action orward—score, downtime, entanglements and new
opportunities, new scores, and so on. Te initial conflict will spiral out o control,
or have a clear victor, or fizzle out, or resolve some other way into a new situation.
Te crew will accumulate allies and enemies and develop new goals to pursue.
You won’t have to do much preparation or uture sessions, other than thinking
about your NPCs and actions (what they want, what they do) and considering
possible opportunities or the PCs to discover. Te players will drive the game
by deciding who to prey upon and which opportunities to embrace.

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 reugee 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 reocus
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? 

�������� ��� ���� �� ����


A season break is a great opportunity to make big changes i the players want to.
Maybe someone wants to retire their character and play someone new. Maybe
they want to change their PC’s playbook to reflect a shif in who they are now.
Maybe the group wants to change the crew type to try a different type o criminal
action in Duskwall. Maybe you’ll even make a whole new crew and new PCs
to explore something interesting that was developed during season one with a
resh perspective.
See page 49 or details about changing playbooks or crew type.

207
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 lie—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.

209
8

THE UNQUIET DEAD


It’s said that the cataclysm that shattered the earth, banished the sun, and turned
the seas to black ink was caused by a sorcerer who consorted with demons and tore
down the Gates o Death. But who believes such ancient tales? Whatever the truth o
it, one thing is certain: when a body dies, its spirit does not disperse as they once did
long ago. It becomes a ghost: a spectral entity composed o electroplasmic vapors.
It usually takes between one to three days or a ghost to become ree o the corpse.
It is then ree to wander the world, consumed by darker and darker urges until
it goes entirely mad and monstrous.
Ghosts have been a plague upon the world or nearly 1,000 years. Every community
has developed methods or dealing with them, and Doskvol is no different.

�����, �����, � �������


Te arcane spirit bells at Bellweather Crematorium ring whenever someone dies
in the city. Tey may only be heard by those near the site o the death, and by the
Spirit Wardens, whose arcane masks are attuned to the bells. A deathseeker crow 
leaves the belry and flies to the district where the dead may be ound, circling
ever closer to the corpse every minute. It’s the responsibility o the Wardens
to recover the body and remove it to the crematorium, where it is dissolved in
electroplasm to destroy the spirit beore it can become a ghost.
Wardens wear masks and have a secret membership, both to keep them
uncorrupted by political influence, and as an homage to tradition—ancient ghost
hunters wore masks and concealed their true names as deense against dark magic.
S������������� T����������
 E�����������. Te energetic residue distilled rom ghosts and leviathan blood.
 G����. A spirit without a body, craving lie essence and vengeance on its
earthly enemies. Composed o semi-solid electroplasmic vapor. Suffers limited
harm rom physical attacks, but is vulnerable to electricity and arcane powers.
 H�����. A living body without a spirit. Usually dim-witted and easily controlled.

 H���. A spark-craf body animated by a bound spirit.

 P��������. A living body containing two (or more) spirits.

 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

beings congregate. In ancient myth, a spawning ground or demons.


 V������. A dead body animated and sustained by a spirit.

 W������. A person who’s able to summon and communicate with ghosts.

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.

210
8

 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 beore 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 lie 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.

211
8

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.
Beore 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 lie. 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 surace 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 satisy 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 powerul 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 powerul the demon must be.

212
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 powerul and highly resistant to harm. Tey may only
persist in this world or a short time, however. Teir alien orms cannot sustain     S
    R
lie 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 terriying 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 transer to the Ghost playbook (page 214),
i you wish. It’s assumed that your body is not dissolved in electroplasm beore
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: lie essence. Ghosts must possess people in
order to satisy this need (which you can’t do at first—you have to advance to
earn that ability).
A Ghost character may transer 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 perorming 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 lie. 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? 

STARTING ACTIONS NEED

    ���� You no longer have a vice. Instead, you


have an intense ����: lie essence. o
    ����� satisy this need, possess a living victim
    ������ and consume their spirit energy (this may
be a downtime activity). When you do
so, clear hal your drain (round down).
When you transer your character to
the Ghost playbook, add all o your
current action ratings to the ratings on DRAIN
the Ghost playbook. You may not have Instead o stress, you now take drain.
an action rating greater than 4. You have 9 drain boxes. Whenever you
You keep any ghost  special abilities would take stress, take drain instead.
rom your human playbook. G����
M���, G���� V����, etc. You lose GLOOM
all other special abilities. You start with Instead o ������ , you now track
the first trait on your Ghost playbook: �����. You lose any ������ levels
G���� F���. You may also choose you had in lie. Whenever you would
one more Ghost trait. (You may not take ������, take ����� instead,
choose P������ as a starting trait.) and choose a gloom condition rom
the list.

214
    T
    S
    O
GHOST TRAITS     H
    G

    K
             :

����� ����     O


    O
When you become a ghost, you get this trait or ree. You are now a concentration     B
    Y
o electroplasmic vapor that resembles your living body and clothes. You may     A
    L
weakly interact with the physical world and vice versa. You’re vulnerable to arcane     P
powers and electroplasmic effects. You move about by floating and may fly swifly
without tiring. You may slowly flow through small openings as a vapor. You chill
the area around you and are terriying or the living to behold. You are affected
by spiritbane charms and the C����� ability o a Whisper (you may make a
resistance roll to overcome their effect). Whenever you would take stress, take
drain instead. When you would take ������ , take ����� instead.

���������
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 lie, 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.

STARTING ACTIONS FUEL

    �������� Your spark-craf body runs on electro-


plasmic power. Recharge your capacitors
    ������ by connecting to an industrial-grade
generator (this takes one downtime
When you transer to the Hull playbook, activity). When you do this, clear 5 drain.
add all o your current action ratings to
the ratings on the Hull playbook. You may
not have an action rating greater than 4. DRAIN

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 lie, 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.
Lie-Like Appearance:   You are
masterully 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 deault. 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. Lie-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 perorm 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 transer 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 perection, 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: lie 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? 

STARTING ACTIONS STRICTURES

    ���� Whenever you gain a new Vampire


trait (not including your first one,
    ����� U�����), add a stricture:
    �������� S������:  In downtime, you must
spend one activity resting in a dark,
    ������ silent place (or else suffer 3 stress).
    ������� F��������:   You cannot enter a
    ���� private residence without permission
rom the owner.
When you transer your character to R�������:  Spiritbane charms can
the Vampire playbook, add all o your hold you at bay. (ake 2 stress to resist
current action ratings to the ratings on the repulsion.)
the Vampire playbook. You may not
have an action rating greater than 4. B������: When you suffer physical
harm or overindulge your vice, your
You keep any ghost special abilities rom body twists into a horriic bestial
your previous playbook. G���� M���, orm until you next eed without
G���� V����, etc. You lose all other overindulging.
special abilities. You start with the first trait
on your Vampire playbook: U�����. You B����: Your spirit must remain in this
may also choose one more Vampire trait. body, or be destroyed.

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 perorm 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.

� ���� �� ��� ����


You are invisible to spirits and may not be harmed by them. ake 2 stress to
cause living things to avert their gaze and ail to observe you or a ew moments.
Spirits effectively have zero effect against you. Particularly powerul spirits or
a spirit ritually prepared or the purpose may be able to counter this ability
to some extent. When you cause living things to avert their gaze and ail to
notice you, the power will cease i you take any sudden or violent action to
draw their attention again.

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 beore 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 Craing , page 224.

220
8

 AREA / SCALE
� � � � � � �

A closet A small A large Several A small A large A city


room room rooms building building block 
1 or 2 A small A medium A large A huge A massive A colossal
people gang (3-6) gang (12) gang (20) gang (40) gang (80) gang (160)

    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 

TIER & QUALITY / FORCE


� � � � � � �
Poor Adequate Good Excellent Superior Impeccable Legendary  

Weak Moderate Strong Serious Powerul Overwhelming Devastating

QUALITY EXAMPLES FORCE EXAMPLES


 A mansion, large ship, rare essences or �
Hurricane wind, molten lava, tidal
arcane artiacts, powerul 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 powerul 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 powerul 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 knie, 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 beore 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.

FINDING A RITUAL SOURCE


A PC with the R����� special ability begins with one known ritual, already
learned (answer the questions below to create it). o learn a new ritual, a PC must
first find a source. A source may be secured as payoff rom a score—perhaps you
steal a ritual book when your crew robs the Museum o Antiquities. You might
also secure a source as the goal o a long-term project—by consorting with cultist
riends, studying ancient texts, or some other method you devise.

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 perorm it (see below). Te player records
these answers in their notes or uture reerence.
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 perorm and
inflicts stress on the caster according to its magnitude. I perormance 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 perorm 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 perorm 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 powerul or ar-reaching rituals. Some rituals may
be partially perormed during downtime and then ully maniested 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 perorm 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 perorm 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 perorm, make an action roll (usually
A�����) to see i unpleasant consequences maniest. I a ritual has an uncertain
effect then a fortune roll should be made to see how well it maniests. 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 perormance 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 sae 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 perormed
(range: across the district, quality o inormation: 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 modiy) 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 reerence.
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 Craing , 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 modiy an item (the baseline quality o an item that you modiy
is equal to your crew’s ier, as usual).
 A simple, useul modification requires ier +1 quality. A rifle that breaks down

into two sections to be more easily concealed.


 A significant modification requires ier +2 quality. Strengthening the barrel

and powder load o a gun to fire urther.


 An arcane, spark-craf, or alchemical modification requires ier +3 quality.  A

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

any number o times on an operation.


 C���������. Tis creation has a limited number o uses (all alchemicals

must have this drawback, usually one use).


 R���. Tis creation requires a rare item or material when it is crafed.

 U���������. When you use the item, make a ortune roll (using its quality )

to see how well it perorms.


 V�������. Te item produces a dangerous or troublesome side-effect or the

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 beore 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.

����� (�����-�����) ���� (����������)


Drawback (Conspicuous).  Alcahest (���/�): A fluid that stops the
 Grenade (���/�): A small explosive effects o any other alchemical.
charge with a short use that  Binding Oil   (���/�): Permanently
detonates into metal shrapnel.  uses two suraces until dissolved by
 Large Bomb (�/�): A large explosive alcahest or electroplasm.
charge with a long use.  Fire Oil   (���/�): Erupts in searing

 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

 fluid. Te user’s mind opens urther to


������� (������)
Drawback: 4-clock, “Accosted by Spirit
the ghost field. ake +1d to A�����
Wardens,” 1 tick per use.
roll upon use, suffer level 2 harm
 Silence Potion (���/�): Creates an area
(“Zoned-out”).
o utter silence around the shattered vial.
 Spark   (�/�):  A measure o raw

electroplasm blended with seawater.  Shadow Essence (���/�): A distillation


Te user eels empowered and emits o the void. Creates a cloud o
mild electrical energy. unnatural pitch darkness.
 Viper Potion (��/�): Te user’s saliva
 rance Powder   (�/�):  A glittering

blue powder. Induces a pleasant and blood become highly toxic to


hypnotic trance when inhaled. others or a ew minutes.

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

SAMPLE SPECIAL FORMULAS


 Devilroot (��/�, ����������): Sap Lie Essence   (��/�, ������): Te
o the devilroot plant. Can be instantly essential lie orce, in vaporous orm.
lethal when consumed. Unreliable.  May delay death or a short time, or
 Dream Essence  (��/�, ������):  A (rarely) revive the recently deceased.
distillation o a vivid, lucid dream, Unreliable. Volatile   (attracts the
 perectly recreated or the user. Rare. attention o the undead).

 Dri Oil  (���/�, ������): Creates  Sight Potion (���/�, ������): Gives


the user the ability to see the invisible     G
neutral buoyancy when poured on an     N
    I
object, causing it to float in the air or and sense danger beore it happens.     T
Lasts several hours.     F
an hour.     A
    R
 Ghost Oil (��/�, ������): A colorless  Tought Essence (��/�, ������): A     C
 fluid that causes affected material to distillation o a spirit’s memories, such
slip into the ghost field. Very dangerous that they become your own. Can have
when applied to living beings. Volatile. severe side effects. Rare. Volatile.

 Heartcalm  (��/�, ����������): Vitality Potion (���/�, ����������):


Slows the heartbeat over several days,  Accelerates the healing process. +4
resulting in death. Unreliable. ticks on healing clock. Rare.

SAMPLE GADGETS & SPECIAL PLANS


 Black Salt Bomb (��/�, �����-�����):  Line Trower (��, �����-�����): A
Covers a small room, keeping ghosts steam-powered pressurized launcher
 rom exiting or entering. Volatile .  or a climbing line and grappling hook.
 Flash Bomb (��/�, �����-�����): A ier III version also includes a
Orbs that detonate with a blinding retracting line that can lif a person.
 flash when shattered. Unreliable .  Spirit Lamp   (��, ������):  An
 Ghost Scourge   (��, ������):  A electroplasmic lamp with a ocused
 plasmicly-charged chain connected to beam that can repel ghosts with
a spirit bottle, to entangle a spirit and serious orce.
draw it into the bottle. Conspicuous.

 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 lie.
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 beore 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

EXPANDING THE SCOPE


You might want to create more special abilities, upgrades, or claims to expand
the scope that the game covers. Here’s a breakdown o the various benefits that
are granted in the core game. You can re-purpose these or something new.

������� ���������
 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

TWEAKING WHAT’S THERE


You might modiy a mechanic that’s already there, to tweak the game in one
direction or another. For instance, maybe you want resistance rolls to be a bit
weaker, so there’s always a cost when you suffer consequences:

�������� ����������
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 liestyle, choose two special items that you now have
access to.
I you want liestyle 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 liestyle 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:

A� G��� �� Y��� W���:  You may spend ��� as ���� or downtime


activities. Additionally, each crew member must take Obligation as a
second vice.
Tis still leaves the Vigilantes with a potential abundance o ��� , and I still
wanted to give them a special way to take advantage o that good will, and
to make spending their ��� create urther complications. So I added what is
 probably my avorite crew ability:

F�����: Spend 1 ��� and describe how one of your contacts is put


out to help you. Everyone in your crew gets one dot in an action your
contact is skilled in for this score.
It’s very powerul, but it also comes at the cost o endangering an ally or at the
very least straining that riendship, just like vigilantes do! 
Go to bladesinthedark.com to download the Vigilantes crew PDF and check
out all the tweaks Sean made to the mechanics.

232
9

MAKING SOMETHING NEW 


You might create an original mechanic, to add a new eature to the game or
highlight something that has become a regular eature o your crew’s adventures.
����� ������
o benefit rom teamwork maneuvers, you must T���� the teammate
who’s helping you (name the teammates you trust afer you pick     E
your load or the score). You can orce any character who trusts     M
    A
you to perorm the protect maneuver on your behal (they suffer a     G
    E
consequence instead o you).     H
    T
Or maybe you want to push the game out into new spaces: a different setting, a     G
different premise, or a different ocus or play. In Scum & Villainy  (a game hack     N
    I
    G
by Stras Acimovic and John Leboeu-Little about heroic space adventure), risky     N
actions are rewarded with the gambit mechanic:     A
    H
    C
  �������
When you roll a � or ��������  on a risky action, add 1 gambit to the
crew’s gambit pool. You can spend 1 gambit on an action roll to get +1d.
Gambits reinorce the intrepid nature o protagonists in sci-fi adventure fiction,
who can build on their successes to perorm over-the-top eats o heroism. With
gambits in play, the game is less gritty and the PCs seem larger-than-lie.
For contrast, in Blades Against Darkness (a game hack by Dylan Green about
adventurers who explore dungeons), the action is a lot grittier. Even a simple
 journey is raught with peril in this monster-inested world:

����� �� ���� �����


Make a ortune roll to see how dangerous a journey is. ake 1d for each
map zone traveled through. Adjust the number o dice down or saer
routes (quality guides, riendly actions in zones, etc.) or up or more
dangerous routes (alpha predators, Witch-king cults, enemy actions, etc.).
C�������: A hazard strikes without warning. An ambush drops into
the middle o the party, guns blazing. A Razormaw’s tendrils entwine
hal the party and drag them away.
�: A hazard strikes but there is time to react. Suddenly a PC is caught in
a web and covered in Shirkers. A bandit ambush is revealed by the crack
o gunfire. A Grey Fox patrol demands “protection” tax.
�/�: A hazard protects something o value. A magi and their hirelings
are under attack by a group o bandits. A group o white apes are spotted
 picking over an abandoned pilgrim camp.
�-�: No dangers arise or some small advantage is gained.  A cache o
supplies are ound in a box at the waystation with a note reading “take
only what you need.” A merchant offers a saer route or just the right tool.
Te GM then decides in which zone the encounter happens. Afer
things are resolved, i the players press on, cut to the destination.

233
9

 advanced abilities & permissions


Here’s a sampling o advanced abilities and permissions or PCs to acquire through
the events o play. You might create your own or your Blades series, ocused on the
elements that are important in your game. Tese advanced abilities don’t explain how a
PC achieves the requirements or them. Tat’s something to discuss and discover in play.

IRUVIAN SWORD ARTS


When you achieve the rank o student in an Iruvian sword art, you receive permission
to study the undamentals o your chosen style.
When you have proven your command o the undamentals o the style, you achieve
the rank o adept. You receive permission to study the secret arts o the style. You gain
the adept fighting maneuver o your style (this does not count as a special ability).
When you have proven your mastery over the secret arts o the style, you become a
master. You may take the master special ability o your style as a  veteran advance.

������� ���� ����� ������ ���� �����


 [A����] S��� F�������: You may  [A����] M��� D�����:  You may
wield a special silken sash in combat wield a vicious curved dagger in the off-
to interere with your opponent and hand to counter your opponent’s moves
open them up to sword attacks. Te or launch a wild flurry o cuts with both
sash resembles a very long scar and is your blades. During any exchange with
weighted at the tips. You may attempt an opponent, at your option, choose to
to disarm an opponent or grapple them fight viciously with dagger and sword—
(to immobilize a limb or choke them), increasing the level o any harm inflicted
while staying out o arm’s reach. You by you and your opponent, or fight
may also use the sash as climbing gear deensively—decreasing the level o any
and to negate harm rom alls. harm inflicted by you and your opponent.
 [M�����] T�� F������ S���: Your  [M�����] T�� R����� M���: Your
sword attacks involve acrobatic leaps sword attacks involve acrobatic leaps
with powerul alling slashes. When with powerul upward slashes. When
you make an attack in this way, choose you make an attack in this way, choose a
a beneficial extra effect (this effect beneficial extra effect (this effect occurs
occurs regardless o the outcome o regardless o the outcome o your
your action): Te target’s armor is action): Te target’s armor is ruined—
ruined—the target’s weapon is ruined— the target’s weapon is ruined—the target
the target is knocked sprawling—the is knocked sprawling—the target is
target is orced back out o sword-reach.  orced in close where a sword is useless.

THE FORGOTTEN GODS


When you open your mind to the thought-tendrils o a orgotten god, you suffer 1
������ and become an adept o its cult. You gain access to the ollowing special
abilities as veteran advances:
 T�� C������ �� ��� E��: You no longer suffer terror rom the supernatural,
and can choose to take only 1 stress when you resist mental, electroplasmic, or
spiritual harm, regardless o the result o your roll.

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 maniest 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 transorm into an avatar o the
god, losing your human mind and will as the thought-tendrils o the god ully
maniest within you. Retire your character to their dark ate.

THE PATH OF ECHOES


When you achieve the rank o initiate, you receive permission to attend the secret
rituals o the cult. When you make the appropriate sacrifices to the cult, master the
ways o the secret rituals, and offer up your absolute loyalty to the Path, you become
an adept. When you achieve the rank o adept, you receive permission to attend the
orbidden spirit well rituals in the deathlands. You may also take the ollowing special
ability as a  veteran advance:
 S����� L���: Te death or ghostly possession o your physical body instantly rees
your spirit. You arise rom any spirit well you have previously visited. Switch to the
Ghost playbook and immediately take a playbook advancement.

BOUND TO THE DEMON


When, having bound yoursel by arcane ritual to a demon, you indulge its dark
desire, you receive permission to command it and it may not reuse you. When
the demon’s desire is not well-satisfied, it receives permission to work in secret
toward your destruction to be ree o its binding.
You may also take the ollowing special abilities as  veteran advances:
 D������ A��������: A demon bound to you is compelled to stay always
at hand, veiled and hidden within a nearby source o its elemental affinity,
ready to appear at an instant to serve you. While its dark desire is well-satisfied,
the demon will maniest to interpose itsel or your protection or to offer its
wisdom or aid without need or your specific command.
 D������ A�������: You may orce a demon bound to you to inhabit an
artiact created by arcane methods. Te demon’s abilities are then controlled
by the wielder, so long as the demon’s dark desire is satisfied.

235
CITY GUIDE TO

doskvol

THE DARK JEWEL OF AKOROS


Te city o Doskvol was established over 1000 years ago as a coal mining
settlement on the cold north coast o Akoros. It has withstood the breaking o
the world, an attack by a titanic leviathan, massive fires, a plague, a civil war, and
legions o angry ghosts. It is a community o survivors.
Te city is densely packed inside the ring o immense lightning towers that protect
it rom the murderous ghosts o the blighted deathlands beyond. Every square
oot is covered in human construction o some kind—piled one atop another
with looming towers, sprawling manors, and stacked row houses; dissected by
canals and narrow twisting alleys; connected by a spiderweb o roads, bridges,
and elevated walkways.
Doskvol is one o the most important cities in the Imperium, since it is rom
its port that the metal steamships o the leviathan hunters are launched. Te
hunters brave the ar northern reaches o the Void Sea, ar out o sight o land,
to grapple with titanic demons o the depths and extract their precious immortal
blood—the substance refined into electroplasm , the power source o civilization.
All powerul noble amilies operate hunter ships, each commanded by the scion
o their line—and it is by their ortunes at sea and the bounties o blood they
capture that the ortunes o the empire wax and wane. Te savvy and the ruthless
o Doskvol do well to position themselves to profit rom this crucial enterprise
upon which so many depend—either as an ally or servant o the aristocracy, or
by preying upon the corrupted rich and privileged elite.

Opposite: Te canals o Doskvol carry most o the


 goods and passengers across the city.

237
 A BRIEF HISTORY OF DOSKVOL
PC: Pre-Cataclysm. IE: Imperial Era

~��� �� Te old Skov kingdom establishes a coal mining settlement at the


river delta. It grows into a small port town over several generations.
� During the cataclysm, the ar northern reaches are spared the worst
o the earthquakes and volcanic eruptions that shattered most o the
continents to the south. Te people o the mining settlement, like
almost all o the survivors o the cataclysm, swear eternal ealty to
the Immortal Emperor in exchange or his magical protection rom
the legions o vengeul spirits and other horrors unleashed upon the
world. Te saeguarded settlements salvage what they can rom the
ruins, and begin the long process o re-building.
~��� �� Some o the knowledge and technologies lost by the cataclysm are
beginning to be restored at this point, thanks in large part to schools
established by the Immortal Emperor and stocked with scholarly
works rescued rom obliteration. Doskvol becomes the primary
training ground or all nautical endeavors.
��� �� Te “great deluge” floods the mines o the rapidly growing city and
kills hundreds. Te mines are abandoned or several centuries, until
advanced steam-powered machines can be employed to restore them.
��� �� Te first hunters succeed at harvesting and refining leviathan blood,
reaping a uel source that will eventually power the Imperium.
��� �� Te Immortal Emperor decrees that all cities o the Imperium are to
begin construction o lightning barriers to replace waning protective
sorceries. Te first prototype barrier towers are built in Doskvol
around the district that will become Charterhall.
��� �� Local citizens object when the Imperium moves the vast majority o
its toxic leviathan blood processing to the actory town o Lockport
in Skovlan. Te Skovlanders insist that they are not subject to
unilateral Imperial decree, claiming their figure-head king, Aldric,
as their rightul ruler and demanding a withdrawal o the processing
plants. Te Emperor ignores them, sending workers to establish the
new acilities under protection o the Imperial Military. King Aldric
musters a militia orce, and the Unity War begins.
Over the course o the conflict, over two thousand Skovlander reugees
flee their war-torn homeland and make or the closest port, Doskvol.
��� �� Te Unity War comes to end when Skovlan surrenders afer Queen
Alayne and her husband are killed by an assassin.
��� �� Present day.

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 strie. 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 reugees 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 powerul 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—perect 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 preerence. Scoundrels o the underworld
sometimes reer 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 reer 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 thoroughares.
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 lie 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 enorce a “no lamps” policy, so
business may be conducted in the anonymous darkness.

Opposite: Even at dawn, the city is


shrouded in shadow.
240
������ �� ��������
 Excerpt fom the lectures o Proessor Schifell Alcoria, “On Industrialization and Etherics.” 

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.

C ONDENSATION  S TAGE : F UEL  FOR  P  LASM 

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.

C ONDENSATION  S TAGE : R EFI NING 

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
reerred 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 perorm
on the sixth day o the week).
Te last day o each month is Moontide , an inormal 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 thankulness or other
things in lie).
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.

Opposite: Te vertical construction o Doskvol;


every abode piled atop another.

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.

sharecropping of their mushroom tunnels. A law


��� ������ ����  passed almost twenty years ago forbids the creation
of new mushroom tunnels, as they give fugitives
Mushroom gardens are everywhere, from the
too many places to hide, so the remaining tunnels
 poverty stricken apartment dweller’s closet planter
are that much more valuable.
to the wealthy aristocrat’s cultivated drawing Soil treatment can be as basic as putting
room. “Leavings” to feed the mushrooms can something that once lived in the dirt to feed the
be purchased on a third of the street corners of fungus, or as complex as crafting formulas of
Duskwall, sold by enterprising urchins. Finer fertilizer ingredients to get specific effects from the
materials are sold in various specialty shops. Rich mushrooms growing from the treated soil. From
fertilizer seldom smells great, but that’s why common sense to family secrets, these farming
sealable “garden cans” are fashionable. Centipedes methods are widely varied and mostly legal.
and other vermin are often attracted to these Ingenious alchemical  fermentation techniques can
gardens. If caught, they provide much-needed take a variety of cheap materials and render them
 variety to the diet. into alcoholic beverages. It may be low quality, but
The Ministry of Darkbloom is a charity that fungal brew will damage brain function enough to
maintains mushroom gardens in unexpected places forget the day and have a good time. More or less.
all around the city. Most bakeries or food stores
have a counter where their inexpensive goods are
sold. Usually their caps, stems, centipedes, grubs, ��� ����-���
worms, and rat-meat are sold raw, but sometimes If you aren’t desperate, the options become more
they are finished into loaves, stews, or pies first. enticing. Modest fields within the lightning fence
(Whatever is left tends to be baked into a “surprise  produce significant amounts of grain through half
loaf” or tossed in the stewpot, then taken to the the year, so proper flour and alcohol can be made.
alms house.) The Sunken Garden is an area of dammed up
Canal weed, watermoss, and algae are collected by canals where rice is grown. Prisoners working off
city authorities. They are taken from the Ink Sea  public service tread out the dark waters managing
and certain canals to provide renewable roughage the paddies under the watchful eyes of Bluecoats.
and fodder for animals. They also provide a basic Eels inevitably get in, and they are harvested for
ingredient for the more desperate of the city. food as well (if they lose the fight).
Duskwall officials arrange for the Department Some decades ago the harrowmaze was invented,
of Waterways to collect it and turn it over to the a labyrinth for mice and rats. They eat and breed
Department of Drayage, who have special wagons and run in the sealed environment, with traps
dedicated to moving the material to various points automatically catching a certain number at regular
in the city. Anyone can collect a share. Canal weed, harvest times, providing a steady source of meat
watermoss, and algae can be used for various soups, in a variably sized unit that can be housed in the
or ground up into gamy flour. home or a public area. Put mushroom pellets in,
Subsistence farming is common. Families or get rodent meat out.
organizations take over a tunnel or basement, load Fishing ships ply the coastal waters daily, bringing
it up with soil and fertilizer, and share the bounty back full nets of fish. Popular superstition figures
among their number. Many wealthy citizens allow the fish to be stray thoughts of the leviathans given

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, enorces 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 enorcement 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 beore 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 enorce the law, but in practical terms,
they serve the needs o the richest and most influential groups and harass the
poorest and least powerul—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
beore you get caught.

Opposite: A Bluecoat at
their post.

248
THE UNDERWORLD
Te powerul 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 beore 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 nearious students has established a
successul 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 manuacturing, 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 vengeul 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 beore 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 lie. Some seek
it by pursuing what was lost when they died, mindlessly repeating meaningless
actions rom lie. 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
maniest 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 lie.
 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 lie 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 terriying and strange, are a act o lie 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 proessional Whisper i the situation becomes dire.

Opposite: A close encounter with a


vengeul spirit.

252
doskvol �


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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 surace. 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.
 vengeul 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���. Beore 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 beore 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 petriied trees, ash, and
choking clouds o miasma. Restless ghosts
ceaselessly search or the aintest spark o
lie essence upon which to prey.

W����� High  Medium  Low 



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 welare 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 reuse 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 powerul 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. Lie 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

S����: Farmers trudging to and rom work. Wealth    


radespeople crafing simple goods. Merchants
selling their wares. Heavy-laden cargo wagons Security & Saety     

transporting ood into the city. Vigilant deputies Criminal Influence    


surveying the fields rom their watchtowers.
S������: Smooth dirt roads, drainage ditches. Occult Influence    

Black Hill Road, Mill Street, Porter Street .


Barrowclef market is one o the best
B��������: Low, wide wooden structures. Barns. marketplaces in the city, but criminal
Animal pens. Stone mills. Hilltop manors or the types draw lots o unwanted attention.
Overseers. Crowded apartments, towers, and You can take +1d  to acquire an asset
market stalls along Barrow Bridge. here, but also accrue +2 ����.

��������
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 perumed 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 caes;
 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 puriy 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

S����: Elite Bluecoat patrols, arrayed in fine Wealth    


armor and gleaming gun-pikes. Wealthy
Wealthy citizens
strolling through manicured parks, attended Security & Saety     

by servants. Horse-drawn coaches and the Criminal Influence    


occasional electroplasmic carriage rumbling
along the avenues. Occult Influence    

S������: Broad, clean, well-lit. Silvermark Avenue,


 Most engagement rolls suffer -1d  due
 due
Goldcrest Avenue, Ruby Street, Sapphire Street .
Street .
to heavy Bluecoat patrols. Operations
B��������: Pale stone mansions with lightning against the nobility in Brightstone are
barriers, grand manor houses, lavish townhouses, considered on “hostile tur ” or the
opulent theaters and restaurants, luxury shops.  purpose o generat
generating
ing ����.

��������
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 workorce
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 powerul Strangord 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 Strangord’s
Strangord’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

S����:  Laborers returning rom work shout Wealth    


greetings to riends and amilies. Groups o
people cook and eat together at communal Security & Saety     

cook-fires. Children run wild, playing at hunt- Criminal Influence    


and-peek and catch-the-ghost.
catch-the-ghost.
S������:  Steep inclines cut with crude stone Occult Influence    

stairs, twisting alleyways, dirt and cobblestones.


Operations against the citizenry
Bridge Road, Canal Street, Hill Street.
in Charhollow are considered on
B��������: Stacked one- or two-room homes, “hostile tur” or the purpose o
cheap tenements, ramshackle apartments, well-  generating
 generating ����.
worn taverns and public houses.

��������
H�����. A Skovlander reugee 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 beore 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 preer 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 beautiully 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

S����: Clerks and government workers rush to Wealth    


and ro, official papers bulging rom their valises.
Wealthy bankers trundle past in heavy carriages Security & Saety     

with private bodyguards arrayed in clanking Criminal Influence    


armor. Students gather at street-corner caes to
discuss Iruvian politics, the tribal lineages o the Occult Influence    
Dagger Isles, and other esoteric matters.
Te records in Charterhall can be
S������: Broad, clean, well-lit. Clerk Street, Jayan
o particular interest to criminal
Way, Dalmore Avenue, Imperial Avenue.
Avenue .
sorts. ake a Devil’
De vil’ss Bargain or  +1d 
 +1d 
B��������:   Imposing stone buildings with to gather ino here in exchange or
officious columns and classical sculptural motis. 1 ����  (the Bluecoats are always
watching or scoundrels like you).
��������
L��� D����. A magistrate who is “reasonable”
when it comes to street crime, so long as the
offender’s purse is sufficient. (Flexible,
(Flexible, Shrewd )
L��� P�������. Chie Scholar o the Archive
o Echoes, authorized by the Emperor to keep
a collection o ancient ghosts trapped in spirit
bottles, to be consulted in cases where knowledge
rom the distant past would benefit the operation
o the Imperial government. Lord Penderyn also
consults the spirits on his own volition, orming
the rebellious Path o Echoes society or other elites
and nobles who seek communion with the spectral
realm. (Reckless,
(Reckless, Strange)
Strange)

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���. Beore 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 lie
abandoned. within its dark maze.

264
DETAILS TRAITS

S����: Soot-covered workers hacking up black Wealth    


bile as they trudge home rom the actories.
Heavy rail cargo being unloaded by crane. Street- Security & Saety     

tough wais running wild. A actory boss lashing Criminal Influence    


a worker or an inraction. Squatters cooking a
meal in the coal engine o an abandoned train car. Occult Influence    

S������: Multi-level, crowded with crates and


Because the actories o Coalridge
discarded junk. Elevated rail lines. Dunvil Way,Black
operate around the clock, there’s no
Rock Road, Wright Street, Crane Street, Forge Street .
ideal time or clandestine crime here,
B��������: all and narrow brick row houses but oremen are happy to be bribed to
with belching chimneys, metal-clad actories and “take a break” or look the other way.
warehouses, train cars converted into dwellings.

��������
M����� S����. A notorious actory oreman
known or excessive and cruel punishment. Many
attempts have been made on his lie, 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 beore 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
beore 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—beore 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����: Dockers filing to and rom work. Minks Wealth    


plying their trade on the corners. A squad o
Bluecoats shaking down a shopkeep or a bribe. Security & Saety     

Rival gangs calling challenges to each other Criminal Influence    


across the roofops. A fine coach carrying a noble
seeking illicit wares. Occult Influence    

S������:  Multi-level, cramped, dark, oggy.


Years o murder have made this the
 Ash Way, Cinder Street, Rye Street, Candle Street,
most haunted district. Angry ghosts
Hulliver Lane.
crave bloodshed here. You may take
B��������:  Flophouses, inns, old manors a Devil’s Bargain or +1d  or violent
chopped into apartments, traditional stone action, but the ghost will lash out, too.
houses. Smiths, taverns, brothels, and butchers.

��������
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; enorcing 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 (beore
Roric and Lyssa) and now enjoys a comortable
retirement out o the scoundrel lie. (Charming,
Experienced, Respected )
� �

the docks
Te docks o Doskvol are ancient, going back to the days beore 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, Saltord’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 deeated 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

S����: Small and medium steamships docked Wealth    


close, dwared by the titanic leviathan hunter ships
urther out. Trongs o sailors and dockers, doing Security & Saety     

their work, singing work-songs. Heavy cargo Criminal Influence    


rumbling away on wagons. Shouts and breaking
glass rom a brawl spilling out o a tavern. Occult Influence    

S������: Raised streets perched over the docks


Operations against ships at port are
themselves, rigged with cranes and winches.
considered on “hostile tur ” or the
North Hook Way, Carter Street, Plume Street,
 purpose o generating ����.
Saltord Street, Ink Lane.
B��������: Massive cargo warehouses. Squat
taverns, brothels, and tattoo parlors. Crowded
overnight bunkhouses or sailors.

��������
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, Insightul )

� �

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 comortable 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

S����: Mud-covered laborers returning rom Wealth    


the Mire. Destitute amilies scrounging or scraps
along the roadway to the Barrowclef arms. Bored Security & Saety     

Ironhook guards, rifles slung on their backs, Criminal Influence    


watching a taskmaster lash a labor camp prisoner.
S������: Cramped, multi-level—some o stone Occult Influence    

but many o dirt, sodden into thick black mud.


No street names to be ound.
B��������: Decrepit wooden row houses, many
abandoned rom fire damage or allen-in rom
age. Stone silos, clanking steam machinery, and
metal sheds or dredging equipment.

��������
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 conidentiality 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 maniestation 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 windall 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 saety o Mistress Kember’s
reputation, Dundridge’s prices are very comortable establishment.
reasonable.

272
DETAILS TRAITS

S����: Electric lights in a riot o colors advertise the Wealth    


market stalls o the vendors. Several devout acolytes
bow in silent prayer at the statues o the Night Queen, Security & Saety     
the district’s adopted orgotten god. Te city’s elite,
hidden behind masks, slip into the underground to Criminal Influence    
partake o strange pleasures in the private clubs.
Occult Influence    
S������:  Multi-level wooden platorms and
boardwalks. Landscaped parks o petrified trees Nightmarket is the best place to trade
rom the deathlands. High-class subterranean illicit and arcane goods in the city, but
avenues. Song Street, String Street, Paper Street, the darker corners are ull o strange
Bell Street. horrors. You can take +1d  to acquire
B��������: Wooden market stalls. Underground an asset here, at the cost o 2 stress.
stone shops and clubs. Newly constructed private
townhouses or the Nightmarket elites.

��������
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, perume, 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, Insightul, 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 satisy 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-deying stunts o acrobats and circus that constitute its “streets.” A bohemian
perormers, 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

S����: Hundreds o gondolas gliding to and ro Wealth    


in the spiderweb o canals, carrying eager patrons
to the bounty o pleasure-houses and vice dens. Security & Saety     

Artists and philosophers arguing epistemology Criminal Influence    


over Iruvian tea at the caes on Fogcrest hill.
S������:  Te ew remaining surace streets Occult Influence    

are interrupted at every turn by a bridge over


Should you overindulge your vice
a tiny canal. Colored lights and patterned silks
while in Silkshore, you’ll get a taste
hang roo to roo, signaling various indugences
 or it. ake +1d  to your roll the next
in a complex code or the initiated. Greenwater,
time you indulge your vice here.
Highwater, Chimewater, Ringwater, Sweetwater.
B��������: all, narrow rowhouses o wood and
stone. Low canal-side shacks and stalls. Cramped old
stone houses and converted offices on Fogcrest hill.

��������
L�����. A medium who invites clients to bring
ghosts in bottles to possess her so they can share a
ew final words beore 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 beore 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, beore
rom history books, complete with moat, some curse or calamity beell their line. Tis
draw-bridge, and arrow-slit windows. Te tumble-down manor house and tangle o
powerul 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

S����: Bits o trash, blown by a cold wind, skitter Wealth    


across empty streets, illuminated only by a ew
still-working street lamps and the campfires o Security & Saety     

squatters. Te shutters and doors o abandoned Criminal Influence    


buildings moan, creak, and bang in a haunted
chorus. Residents hustle by, heads down, Occult Influence    
clutching spiritbane charms close to their breasts.
he many empty buildings and
S������: Broad stone avenues, cracked and
abandoned properties make this
broken, dark without power; overgrown and district a perect location or a hidden
neglected. Comber Way, Bowmore Way, Rowan
scoundrel’s lair.
Way, Coleburn Avenue.
B��������:   Palatial estates, tumbled into
disrepair. Grand manors, remodeled into
cramped and cheap apartments.

��������
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, Insightul,
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 powerul 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

S����: Imperial soldiers parade outside the Wealth    


stronghold, astride their armored steeds, gleaming
lances held high. rainee crews run drills on a Security & Saety     

leviathan hunter ship docked or refitting. Te Criminal Influence    


lavish carriages and electroplasmic coaches o
the abulously wealthy glide by, carrying their Occult Influence    
privileged passengers to luxurious destinations.
 Most engagement rolls suffer -2d  due
S������: Broad, polished stone, brightly lit to
to heavy Bluecoat patrols. Operations
near daylight by a riot o warm electric lights.
against the nobility in Whitecrown
Whitecrown Boulevard, Swancrest Avenue.
are considered on “hostile tur” or
B��������: Grand, elegant acades; landscaped the purpose o generating ����.
terraces, balconies, and elevated walkways
connecting bright marble buildings with inlaid
platinum and gold details.

��������
M������ H�������. Senior composer and
conductor o the Spiregarden Teater, premiere
perormance 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 awul 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 awul things he said, too.” 
o ormer lie—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 wie came at me.
army, I tell you.” 
What are you supposed to do about that?” 

“Do you know why they dispose o bodies in


“Tere goes another crow. How dreadul!” 
the canals afer midnight? Te spirits o the
“Whassat? Seven inna last hal hour? Naw,
drowned live there. Well, ‘live,’ right? Tey
mate, this is Crow’s Foot. Like, where they
claim everything that touches the water afer
 perch, get it? Night’s just getting started.” 
the clock strikes twelve. Well, everything
except those gondoliers.” 
“...seen her in the mirror.”  “Yeah, and I suppose you have just the charm
“Like, behind him?”  to sell me to keep me sae and sound...” 
“No, just her reflection, in the mirror.”  “What ortune! It just so happens I do...” 
“Inky hell.” 
(sung as an out-o-tune sea shanty)
“ally’s missing rom the orphanage. I asked “...pawned my arm or a ‘viathan hunter 
the headmistress i he was taken already, but “lost me ship to the ink
she shunned me out! I’m desperate, I can’t “paddled back home on a dead god’s shell...” 
leave my little brother like this!”  (louder, as i expecting others to join in)
“I’d sell me soul or a drink!” 

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.

city events in the newspapers Weekly, or whenever you need one


� � � � � �
� Plague Festival Raids Revolution Accident Disaster

� Reugees Strike Prohibition Construction Siege Charity  

� Demolition Election Scandal Martial Law Conscription Exodus

� Shortage Excess Discovery Paranoia Assassination Witch Hunt

� Parade Celebrity Holiday Riots Gang War Hysteria

Political Supernatural
� Crime Spree Prison Break Diplomacy   Cult Gatherings
Upheaval Weather

remarkable occurances Weekly, or whenever you need one


Strange plasmic og fills the streets— Spirit Wardens set up a watch post and
� OR
deathseeker crows shun the district. deathseeker crow roost in the old temple ruins.
Bluecoats suspend street patrols, citing Bluecoats set up checkpoints or contraband
� OR
budget cuts. It’s ree reign or crime! or whatever they eel like confiscating.
Citizens rally against extortion, bringing Local talent (band, che, tumblers) becomes
� OR
in hired bravos rom other districts. popular, swelling crowds at market and shops.
Canals become choked with debris, Canals throughout district are drained or
� OR
overflowing with oul effluvia. maintenance (or some strange purpose).
Te ramshackle shanties o the Drop in A raging fire sweeps across Crow’s Foot,
� OR
Crow’s Foot are marked or demolition. threatening to destroy the district.
A group o scoundrels, recently escaped An ancient crypt beneath the district, covered
� rom Ironhook, go to ground nearby, OR in strange markings, is exposed and attracts
attracting bounty hunters. wailing hollows.

281
FACTIONS OF DOSKVOL

UNDERWORLD ���� ���� INSTITUTIONS ���� ����

Te Hive �� � Imperial Military  �� �


Te Unseen �� � City Council � �
Te Circle o Flame ��� � Leviathan Hunters � �
Lord Scurlock  ��� � Ministry o Preservation � �
Te Silver Nails ��� � Ironhook Prison �� �
Te Billhooks �� � Sparkwrights �� �
Te Crows �� � Spirit Wardens �� �
Te Dimmer Sisters �� � Bluecoats ��� �
Te Gray Cloaks �� � Inspectors ��� �
Te Grinders �� � Iruvian Consulate ��� �
Te Lampblacks �� � Skovlan Consulate ��� �
Te Red Sashes �� � Te Brigade �� �
Te Wraiths �� � Dagger Isles Consulate � �
Te Fog Hounds � � Severosi Consulate � �
Te Lost � �
LABOR & TRADE ���� ����
Ul Ironborn � �
Te Foundation �� �
THE FRINGE ���� ���� Dockers ��� �
Te Church o Ecstasy  �� � Gondoliers ��� �
Te Forgotten Gods ��� � Laborers ��� �
Te Horde ��� � Sailors ��� �
Te Path o Echoes ��� � Cabbies �� �
Te Reconciled ��� � Cyphers �� �
Skovlander Reugees ��� � Ink Rakes �� �
Deathlands Scavengers �� � Rail Jacks �� �
Te Weeping Lady  �� � Servants �� �

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 lie-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
beore 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 lie 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 powerul
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 artiacts 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 tough gang o thugs who preer hatchets,


errorize magistrates to pardon
meat hooks, and pole arms. �
members in prison

���: 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 lie 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.

BLUECOATS TIER III FACTION CLOCK 

Te City Watch o Duskwall. Known as the


Procure bigger budget, military
meanest gang in the city. Corrupt, violent, �
arms & equipment
and cruel.

���: 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, insightul, quiet ).
N������ A�����: Many large gangs o vicious thugs in uniorm. 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 lie o the Unlock the secret o ascension ��
body and abhors the corrupted spirit
world. Essentially a secret society. Eliminate the Reconciled ��

���: Te Sanctorium grand cathedral in Brightstone. Many other smaller temples


across the city.
NPC�: Elder Rowan (leader, devout, resolute, visionary ). Preceptor Dunvil (arcane
researcher, unorthodox, obsessive, enigmatic).
N������ A�����: A large treasury o tithes rom citizens. Extensive arcane and
occult libraries, workspaces, and artiacts. Many cohorts o acolytes and hollows who
enorce the will o the Church’s leadership.
Q�����: Zealous believers volunteer to be hollowed to “become purified.” Tis was
once common among the ancient cult o the Empty Vessel, which preceded the Church.
A�����: City Council, Leviathan Hunters, Spirit Wardens.
E������: Te Path o Echoes, Te Reconciled.
S��������: Te purest beings (according to secret teachings o the Church), are those
entirely without spirits: the demons. Demons are immortal, but never ade into madness
or lustul hungers as rogue human spirits and vampires do. Tey are perect; and the most
devout o the Church seek to become as they are, to unlock the secret o ascension. Many
dark experiments and rituals with hulls, hollows, vampires—and the rare demon—are
conducted in the labyrinthine dungeons below the Church’s chie cathedral in Brightstone.

THE CIRCLE OF FLAME TIER III FACTION CLOCK 

 A refined secret society o antiquarians


Acquire all the ancient artiacts
and scholars; cover or extortion, graf, �
o Kotar
vice, and murder.

���: Te Centuralia club, Six owers (HQ).


NPC�: Te Seven (leadership): Elstera Avrathi (Iruvian diplomat, secretive, gracious), Lady
Drake (magistrate, cunning, ruthless), Raffello (painter, visionary, obsessive), Lord Mora
(noble, cold, suspicious), Lady Penderyn (noble, charming , patient ), Madame esslyn (vice
purveyor, sophisticated, subtle), Harvale Brogan (vice purveyor, shrewd, quiet ).
N������ A�����: Vast treasury provided by wealthy membership. Impressive
collection o ancient artiacts, maps, and ephemera. Highly trained and discreet
private security orce.
Q�����: One o Te Seven is actually a demon in disguise.
A�����: Te Forgotten Gods, Te Path o Echoes, City Council, Te Foundation.
E������: Te Hive, Te Silver Nails.
S�������� : Te Circle has an extensive library o scholarly works that catalog many
o the arcane artiacts and valuable treasures that disappeared when the Lost District
was abandoned outside the lightning barrier. O special interest are the remains o
Kotar, a legendary sorcerer, demon, or hero who was mummified beore the cataclysm.
Te Eye, Hand, and Heart o Kotar are said to possess great power or those bold
enough to risk their use.

286
CITY COUNCIL TIER V  FACTION CLOCKS

he elite nobility who run the city Strangord is removed rom council �
 government, its treasury, magistrates, and
 public works. Strangord 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 powerul 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
Strangord 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 Strangord? Or can Strangord
House stand against them and eliminate the threats?

THE CROWS TIER II FACTION CLOCKS

 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 vengeul
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 

Convicts rom Ironhook and desperate


 reelancers who roam the wasteland Obtain pardons (repeating) �
beyond the lightning barriers.

���: 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 artiacts and treasures
in the wastes, to sell or trade in the city, sometimes or enough to buy a pardon and
return to lie within the barriers once again.

THE DIMMER SISTERS TIER II FACTION CLOCKS

House-bound recluses with an occult Dominate the spirit trade �


reputation.
Obtain arcane secrets (repeating) �

���: 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

 A crew o rough smugglers looking or a Eliminate rival smugglers �


 patron.
Obtain a regular patron �

���: 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.

GONDOLIERS TIER III FACTION CLOCKS

Te canal boat operators. Venerated by Investigate desecrated hollows �


ancient tradition. Said to know occult secrets
(many things are submerged in the Dusk). Destroy spirit wells (repeating) �

���: 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 vengeul ghosts that rise rom the corpses are a serious threat—a threat dealt
with by the Gondoliers since ancient times. Beore 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 preer 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 �

���: Te basement o a burned-down City Watch station (HQ). Several apartments


above a tobacconist in Six owers. A pit-fighting arena and gambling den.
NPC�: Nessa (leader, scrupulous, daring ). Hutch (second, brash, fierce).
N������ A�����: Te Gray Cloaks have attracted other ormer Bluecoats to their
crew, amassing a sizeable gang o trained enorcers. Tey have their old uniorms
and badges and ofen use them to pass as the City Watch.
A�����: Te Inspectors.
E������: Bluecoats, Lord Strangord (Leviathan Hunters).
S�������� : Te Gray Cloaks are all ormer Bluecoats who were ramed or a crime
committed by their Watch station commander. Sure, they were skimming rom
the city coffers and taking bribes like everyone else, but they didn’t burn down the
Watch station and destroy the evidence in the case against Lord Strangord (o the
Leviathan Hunters). Several inspectors who were working the case know the truth
but can’t prove anything—yet. Lord Strangord would pay well to have these loose
ends removed permanently.

THE GRINDERS TIER II FACTION CLOCKS

 A vicious gang o ormer dockers and Raise a crew, steal a war ship ��
leviathan blood refinery workers.
Fill war treasury  ��

���: Abandoned dock warehouse (HQ) and underground canal dock.


NPC�: Hutton (leader, confident, volatile). Sercy  (second, crippled, defiant ). Derret
(toughest gang member, huge, shrewd ).
N������ A�����: A ew small canal boats. Wrecking tools and explosives.
Q�����: Many Grinders have been mutated by the toxic rain that plagues Lockport.
A�����: Ul Ironborn, Dockers.
E������: Bluecoats, Imperial Military, Leviathan Hunters, Sailors, Te Silver Nails.
S��������: Te city o Lockport, to the North in Skovlan, processes 90% o the
demon blood siphoned by the leviathan hunter ships o Doskvol (the hunters drop
their raw cargo at Lockport beore filling their holds with refined blood and returning
to Doskvol or repairs and replacement crew or those lost to the Void Sea). Te huge,
churning refineries in Lockport have poisoned the city under a stinking cloud o toxic
umes and acid rain. A group o dockers and refinery workers rom Lockport have
come to Doskvol to raise an army and secure a warship with which to seize control
o Lockport and destroy the Empire’s refineries. Tey call themselves “the Grinders.”
o raise unds or their mission, the Grinders have turned to criminal endeavors,
especially smash & grab looting and hijacking o cargo barges across the city.

290
THE HIVE TIER IV  FACTION CLOCKS

 A guild o legitimate merchants who Dominate contraband market �


secretly trade in contraband. Named or
their symbol, a golden bee. Avenge Roric’s murder �

���: Many shops, taverns, caes, warehouses, and other mercantile establishments
all across the city. No centralized HQ.
NPC�: Djera Maha  (leader, bold, strategic, confident ). Karth Orris (mercenary
commander, ruthless, insightul, 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.

THE LAMPBLACKS TIER II FACTION CLOCKS

Te ormer lamp-lighter guild, turned to Destroy the Red Sashes �


crime when their services were replaced by
electric lights. Become ward boss o Crow’s Foot �

���: HQ in the office o a coal warehouse. Operates a handul 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 beore the surplus o leviathan blood disappears, and with it, the
lightning barriers and the survival o the human race.

THE LOST TIER I FACTION CLOCK 

 A group o street-toughs and ex-soldiers


Destroy cruel workhouses
dedicated to protecting the downtrodden �
(repeating)
and the hopeless.

���: Converted rail car (HQ). Te poverty-stricken streets o Coalridge and


Dunslough.
NPC�: Cortland (leader, idealist, candid, cavalier ).
N������ A�����: A very experienced gang o ormerly vicious thugs, killers, and
Imperial soldiers.
Q�����: Te Lost have all done horrible things in their ormer lives and they believe
they must atone or these “sins.” Each member keeps a pile o stones under their
bed—one or each sin they balance with a just deed.
A�����: Workhouse Laborers, Citizens o Coalridge and Dunslough, Te Crows.
E������: Workhouse Foremen, Bluecoats, Te Billhooks.
S��������: Te Lost are currently ocusing their efforts in Coalridge, running a
campaign o sabotage, terror, and savage beatings against the most notoriously cruel
workhouse oremen. Te already-brewing union organizing efforts in that district
are emboldened by the Lost’s attacks, and the local Bluecoat patrols are starting to
complain to their commanders or support o extra Watch guards rom other districts.
Meanwhile, the Coalridge oremen are making it known that they’ll pay top dollar
to anyone who will take the Lost out o the picture.

292
MINISTRY OF PRESERVATION TIER V  FACTION CLOCK 

Oversees transportation between cities and


Seize control o Leviathan
the disbursement o ood and other vital ��
Hunters
resources.

���: 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, insightul, 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.

THE RECONCILED TIER III FACTION CLOCKS

 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
rightul 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

Originally a school o ancient Iruvian Destroy the Lampblacks �


sword arts, since expanded into criminal
endeavors. Become ward boss o Crow’s Foot �

���: HQ in their sword-fighting school/temple. Operates a handul o high-end


drug dens across Crow’s Foot and the Docks.
NPC�: Mylera Klev  (leader, shrewd , ruthless, educated , art collector ).
N������ A�����: Small contingent o master sword-fighters. Master alchemist;
many potent potions and essences.
Q�����: Several members o the Red Sashes are the sons and daughters o Iruvian
nobility and diplomats in Doskvol. Tey train in swordplay at the school and
sometimes participate in gang activities. Teir amilies are powerul and wi ll commit
significant resources to punishing anyone who harms their children.
A�����: Iruvian Consulate, Te Path o Echoes, Dockers, Cabbies, Inspectors.
E������: Te Lampblacks, Bluecoats, Gondoliers.
S�������� : Te Red Sashes and the Lampblacks are at war over tur and vengeance
or deaths on both sides. Mylera 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 Red Sashes are very well-connected, with ormer sword students placed at the
Iruvian Consulate, in the Path o Echoes, and among the Inspectors.

LORD SCURLOCK  TIER III FACTION CLOCKS

 An ancient noble, said to be immortal, Fulfill debt to Setarra ��


like the Emperor. Possibly a vampire or
sorcerer. Obsessed with the occult. Obtain arcane secrets (repeating) �

���: 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 powerul 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 company o Severosi mercenaries who Destroy spirits in the Lost District �


 ought or the Empire in the Unity War.
Renowned ghost killers. Control the Lost District �

���: 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 Reugees,
Spirit Wardens.
S�������� : Tanks to their expertise rom riding in the deathlands o Severos, the
Silver Nails are perectly 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 artiacts
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.)

SPARKWRIGHTS TIER IV  FACTION CLOCK 

Te engineers who maintain the lightning


barriers. Also pioneers o spark-crat Develop alternative uel ��
technology, indulging in dangerous research.

���: Massive workshop, actory, and design acility in Coalridge.


NPC�: Una Farros (instructor at Charterhall University, curious, vain, amous).
N������ A�����: Te electroplasmic generators, city lights, lightning barriers and
associated acilities and systems across the city.
A�����: City Council, Leviathan Hunters, Ministry o Preservation.
E������: Te Path o Echoes, Te Reconciled, Te Foundation.
S��������: For centuries, the Sparkwrights have worked in secret to develop an
alternative uel that could replace the leviathan blood that powers the lightning
barriers o the Imperium. A ew researchers have gotten close, but “accidents” have
inevitably killed them and destroyed their work (certainly arranged by the nobility
who rule because o their stranglehold on leviathan hunting). But there is always a
daring visionary willing to try to pick up the pieces and complete the work—even at
the risk o their own lie. Will one o them manage it this time, or will they, too, all
 victim to the deadly agents o the elite?

295
SPIRIT WARDENS TIER IV  FACTION CLOCK 

Te bronze-masked hunters who destroy


rogue spirits. Also run Bellweather Uncover the infiltrators �
Crematorium to properly dispose o corpses.

���: Bellweather Crematorium. Te Master Warden’s estate in Whitecrown.


NPC�:  Tere are no known Spirit Wardens—they maintain an anonymous
membership o people not native to Duskwall, using code-names. A Warden known
as “Bakoros” (who may be several different individuals) sometimes lectures at the
 D 
 O  
 S  
 K  College o Immortal studies at Doskvol Academy.
 V 
 O   N������ A�����: Te death bells that ring whenever someone dies in the city,
 L   and the deathseeker crows that fly to find the body (ancient, arcane). Many cohorts
o expert Whispers. Te most advanced spectrological and spark-craf equipment,
including several spirit-hunter hulls.
Q�����: Membership in the Wardens is secret and utterly anonymous. Tey cut all
ties and have no amilies or close relationships, save their ellow Wardens.
A�����: Te Church o Ecstasy, Deathlands Scavengers.
E������: Te Dimmer Sisters, Gondoliers, Lord Scurlock, Te Silver Nails, Te
Unseen, Path o Echoes, Te Reconciled.
S�������� : Te Spirit Wardens know that an enemy is attempting to infiltrate their
ranks (they don’t yet know that it’s the Unseen). Te Wardens are laying a trap or
this enemy, to uncover their identity and eliminate them.

ULF IRONBORN TIER I FACTION CLOCK 

 A brutal Skovlander, newly arrived in the Carve out gang territory  �


Dusk, fighting everyone or tur.
Rise in ier �

���: 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 powerully savage gang o thugs.
Q����� : As a reugee 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 reugees swell the city
population, the bigotry o some locals is starting to surace, 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 

 An insidious criminal enterprise with Infiltrate the Spirit Wardens �


secret membership. Tought to pull the
strings o the entire underworld. Expand into other cities �

���: 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 sae 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 perect 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.

THE WRAITHS TIER II FACTION CLOCKS

 A mysterious crew o masked thieves and Recruit expert thieves �


spies.
Secure an arcane ally  �

���: 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,

orgotten gods, Coalridge. tavern, Nightmarket.     S


    R
 Nelisanne , he Church o the  Helene, Silver Stag casino, Silkshore.
    O
Ecstasy o the Flesh, Brightstone.     Y
 Lady Freyla , the Emperor’s Cask,     E
 Lord Penderyn , the Archive o bar, Whitecrown.     V
    R
Echoes, Charterhall.  Avrick , powder dealer, Barrowclef.     U
    P
��������  Rolan Volaris, the Veil, social club,     E
    C
    I
Nightmarket.     V
 Spogg’s dice game, Crow’s Foot.
 Madame esslyn , the Red Lamp,
 Grist, boxing, the Docks.
brothel, Silkshore.
 Helene, Silver Stag casino, Silkshore.
 raven’s smoke shop, Coalridge.
 Master Vreen , hound racing,
 Eldrin Prichard , the Silver Swan
Nightmarket.
pleasure barge, Brightstone canals.
 Lady Dusk , the Dusk Manor Club,
 Jewel, Bird , and Shine, Catcrawl
Whitecrown.
Alley, the Docks.
 Sergeant Velk , the fighting pits,

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

 Maestro Helleren , Spiregarden gang, Gaddoc Station.


theater, Whitecrown.  Ojak , ycherosi roofop market

 vendor, Silkshore.
����������
 Aranna the Blessed , cultist o a
 Family members   (heritage) or
orgotten god, barge moored in
former co-workers (background).
Nightmarket.
 Hutton,   Skovlander Reugees/

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 Reuse
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 Reuse 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 Cras Labor Shops rade Hospitality  
Wagons Law,
�/� Government Public Space Power Manuacture 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 Rooop
Spaces
Rails,
rain Cars
Hidden
Passages
Gate
Checkpoint Banners, Festival Crowd, Street Makeshi Crisscrossing
Piled Rubble � Pennants Decorations Parade, Riot Perormers 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 Soa, 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 Cae 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  Comortable Simplicity  Austerity  Music Sheets
Exam Chair,
� Circular Stairs, Secret Doors
Ladders Catwalks Skylights Balcony Cellar Medical ools
Burner, Vials,
Vaulted, Rickety, Beakers
� Dray, Cold Stout, Quiet Cozy, Warm Spacious Low, Cramped Ramshackle
Workbench,
ools, Rags
Strange Weird Spirit Wards, Piled Jumble Antique
� Devices Artiacts 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 Inamy, 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  �/� Subteruge 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 Rooer Ropemaker Rug Maker
 Eelskin Bodysuit 
� Servant Shipwright Criminal ailor anner inkerer
Hide & Furs
Uniorm � 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 / powerul 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. Preers 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, artiacts, curios Drug / alcohol abuser. Oen 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.
������ �����
�� Insightul Weapons collector Involved with war crimes rom the Unity War. Ankhayat, Arran,
Athanoch, Basran,
�� Dishonest Music, instruments, dance Leads a double lie 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, Strangord,
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 aithul 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 Insightul rue Revelatory Guiding Instructive
Ardranax
Kylastra � Reactive erritorial Dominant Insistent Bold Demanding
Oryxus � Angry Volatile Aggressive Wild Savage Vengeul
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: Puriy / bless cult ollowers with tattoos / scarification / mutilation.
�� Te Dream Beyond Death Consecration: Creation o blessed idols / artwork / ritual spaces / artiacts.
�� 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 transormation.
�� 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 Inormant � Destroy or Deace
� Smuggler or Tie  � Raid or Deend
� Crime Boss � Rob or Strong-arm
��������� ����������
� Noble or Official � Escort or Security 
� Banker or Captain � Smuggle or Courier
� Revolutionary or Reugee � 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 Sanctiy 
� Occult Collector � Banish or Summon
� Vampire or Other Undead � Extract Essence
� Demon (disguised) � Place or Remove Runes
� Possessed or Hollow � Perorm / Stop Ritual
� Whisper or Cultist � Hollow or Reviviy 

306
Roll a handul o dice and use the results as you please to help guide your choices rom the lists.

TWIST OR COMPLICATION CONNECTED TO A PERSON...

An element is a cover or heretic � PC Friend



spirit cult practices
� PC Rival
An occultist has oreseen this job
� � PC Vice purveyor
and warned the parties involved
� C��� Contact
Rogue spirits possess some/most/all
� � C��� Doskvol notable
o the people involved
� W���� Ghost, Demon, God
� Rogue spirits haunt the location
...AND FACTIONS
Te job urthers a demon’s secret
� Te Silver
agenda �� Te Unseen �� Nails
Te job urthers a vampire’s secret
� �� Lord Scurlock  �� Te Hive
agenda
An element is a ront or a criminal �� Te Circle o
Flame �� Te Crows

enterprise
�� Te
Lampblacks �� Te Red Sashes
� A dangerous gang uses the location
�� Te Dimmer
Sisters �� Te Grinders
Te job is a trap laid by your
� �� Te Billhooks �� Te Wraiths
enemies
Te Gray
�� Cloaks �� Ul Ironborn
� Te job is a test or another job
�� Te Fog
Hounds �� Te Lost
Te job urthers a merchant lord’s

secret agenda �� City Council or
Te Foundation �� Ironhook
Prison
Te job urthers a crime boss’s

secret agenda �� Spirit Wardens �� Bluecoats
Inspectors
or

Te job requires travel by electro- Imperial Laborers or


� �� Military  �� Servants
rail
�� Sparkwrights �� Cyphers or
Ink Rakes
Must visit the deathlands to do the

 job �� A Consulate
Ministry o
�� Preservation
� Te job requires sea travel �� Leviathan
Hunters �� Sailors
Dockers
or


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
Reugees �� 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.

THE DAGGER ISLES


A tropical archipelago covered in dense jungle growth; now turned dark and
twisted rom the strange magic o the cataclysm. Some say that the people there
live without lightning barriers. How do they manage that? Native islanders are
generally copper-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
surace. 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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Cook, Barry Stevens, Barry  Snyder, Bart Picca, Basement Jockeys, Basileus, Bastian Dornau, Bastien

310
Daugas, Bay Chang, Beckett Warren, Beepeegee, Behippo, Bellmoore, Ben, Ben, Ben, Ben, Ben Flood,
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    S
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    T
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Christopher Bergstedt, Christopher Brandon, Christopher Casiano, Christopher D Meid, Christopher

311
Deluca, Christopher Dukehart, Christopher Ferguson, Christopher Fraser, Christopher French,
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Daniels, Dengarm, Denis Vermeyen, Dennis, Dennis Kadera, Dennis Lazarevic, Dennis Richard Allard,
Denzel Avant, Derek, Derek Carbonneau, Derek Dyer, Derek Gour, Derek Guder, Derek Howard, Derek
J Semsick, Derek Myers, Derek Smyk, Derrick Kapchinsky, Devan Fiander, Devante, Devin, Devin, Devin
Jurkowich, Devin Meeshkul Sayers Helmgren, Devon Hooper-Hennig, Dewitt Davis, Dg, Dgsnyder,
Diceman, Diego Garcia Madrid, Diego Minuti, Dillon Burke, Dillon C Skeehan, Dirk Remmecke, Dirk
Walbrühl, Discuit, Divnull Productions, Dj Imlach, Django Wexler, Dmitrii Coselev, Dmitry Gerasimov,
Dmoore076, Doc & Krueger Games, Doctor Jackstraw, Dog Might Games, Dom Hero Ellis, Dom Mooney,
Dominic, Don Bisdor, Don Matthias Fransisco Freysson, Donald Gardner, Donfischi, Donna Almendrala,

312
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Bartlett, Douglas Bramlett, Douglas Haubert, Douglas Peacocke, Douglas Popp, Douglas Tomson,
Doyce esterman, Drachenzauberei, Dracolisk, Dreamdancer, Dreaming Comics, Drew Austin, Drew
Lechner, Drew Ness, Drew Owen, Drew Wendor, Drew Wood, Drkwang, Drnuncheon, Duamn Figueroa
Rassol, Duan Bailey, Duane Cathey, Duncan Bain, Dunkalar, Dusan Frolkovic, Dusdan Garver, Dustin
Freeman, Dusty Strubhart, Dutch Dragon, Dwbapst, Dylan Boates, Dylan Clayton, Dylan Durrant, Dylan
Gilbert, Dylan Green, Dylan Knight, Dylan Manzevich, Dylan racy, Dylon Merrell, Dysjunct, Dyson
Logos, Eadwin omlinson, Earl Corey Brown, Echelon Game Design, Echo Mae, Ed Alexanian, Ed Gibbs,
Ed Heil, Ed Kowalczewski, Ed Mcw, Ed each, Eddi Vulic, Eddie Reade, Edoz, Edward Damon, Edward
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Soliz, Emily Care Boss, Enigma Machinations, Enrique J. Vila, Env, Eoin Burke, Eother, Eran Aviram,     B
Eric, Eric, Eric Adams, Eric Alexander, Eric Baldwin, Eric Borzello, Eric Brennan, Eric Brousseau, Eric     R
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Arnór Sigurðsson, F..b.a.k.k., Fabio Succi Cimentini, Fabrizio Merengo, Fabrizio Vecoli, Fadingathedges,
Fagerroth Anton, Fagner Lima, Fealoro, Federico Galeotti, Felicia Desjardins, Felix Laurie Von
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Mortarino, Flibb, Flickeverwood, Floob, Florian Arenz, Florian Hoheneder, Foglet, Forrest Fleming,
Francisco Castillo, Franck Andrieu, Francois Madgin, Frank, Frank Austin, Frank B., Frank Dickerson,
Frank Falkenberg, Frank Manna, Frank Ortiz, Frank Perrin, Frankie, Franklin Crosby, Fraser Ronald,
Frazier Manull, Fred Hicks / Evil Hat Productions, Fred Lott, Frederick Foulds, Frenziedrat, Fridrik
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Gareth Ryder-Hanrahan, Gareth Willcock, Gareth-Michael Skarka, Garret Narjes, Gary, Gary Anastasio,
Gary Bee, Gary Blunt, Gary Bradley, Gary Bratzel, Gary Ge, Gary Goucher, Gary Hoggatt, Gary Kacmarcik,
Gary Montgomery, Gary ull, Gaston Keller, Gauthier Descamps, Gauthier Lion, Gavin Forbes, Gavin
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Porter, George Wheeler, George “Cpttank” Phillips, Gerald Cameron, Gerald Rose, Ghostship Blue,
Ghostwhowalks, Gil Myers, Gil Pettingell, Gilbert Isla, Gildedlace, Gilles Sorton, Gina Ricker, Ginger
Stampley, Giuseppe, Glaxos, Glazius, Gleamingterrier, Glen Green, Glen Sawyer, Glen Skelton, Glenn
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Grant Mclaughlin, Grayson, Greatkithain, Greg, Greg Bremmer, Greg Campo, Greg Chapin, Greg Hardy,
Greg Klein, Greg Krywusha, Greg Laabs, Greg Lang, Greg Markovsky, Greg Parsons, Greg Williamson,
Gregg Beauchamp, Gregoire_lk, Gregor Hutton, Gregory Dearborn, Gregory Faber, Gregory Pogorzelski,
Gregory Wade, Grey, Greyhunter, Griffin & Heather, Grigoriy, Grindyelmo, Grubnash, Guillaume Ries,
Guillaume St-Pierre, Gunnar Bangsmoen, Gusta Sjöstedt, Gustavo Da Rocha Pereira, Gustavo La
Fontaine, Guy, Guy Milner, Guy Pierce, Guy Reece, Guy Shalev, Gwathdring, Göran O. Bergström, Haakon
Olav Tunestvedt, Haggai Elkayam, Hamish Cameron, Hamish Laws, Haneiro Perez, Hannah Schofield,
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313
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oscano, Ihmcallister, Illotum, Ilya Shishkonakov, Imbrattabit, Imunar, Incandescens, Inectious Play
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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,
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Weinberg, Jackractal, Jacob, Jacob Bush, Jacob Dean, Jacob Driscoll, Jacob Dryearth, Jacob Hedin, Jacob
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Jada Aleksic, Jaedison, Jaime Climent Fernández, Jaime Wurth, Jait, Jake, Jake Mandel, Jake Staines,
Jakob Pape, James, James, James, James Barratt, James Bentley, James Bradord, James Byrne, James
Chi, James Cruise, James Cunningham, James Dagg, James Dickson, James Dillane, James Dunbier,
James D’amato, James Etheridge, James Fraser, James Gabrielsen, James Galloway, James Gibson, James
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,
James Stuart, James Stuart, James ien, James orr, James orrance, James urnbull, James Unick, James
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Jarrett Kille, Jarrod Farquhar-Nicol, Jarrod Murray, Jarryd Calleja-Horvath, Jarvis, Jarysm, Jasin Zujovic,
Jason, Jason, Jason, Jason, Jason, Jason, Jason, Jason, Jason Bean, Jason Blalock (Dice Addict Games),
Jason Childs, Jason Cleveland, Jason Cordova, Jason Corley, Jason Crossett, Jason Flowers, Jason Gagliardi,
Jason Gamble, Jason Harris, Jason Heck, Jason Kottler, Jason Larke, Jason Melchert, Jason Meserve,
Jason Middleton, Jason Miller, Jason Miller, Jason Paasch, Jason Pasch, Jason Pitre, Jason Puckett, Jason
Schneiderman, Jason Smith, Jason St Pierre, Jason V, Jason Valletta, Jason Werner, Jason.vander-Hoek,
Jasper De Lange, Javier Palenzuela, Javier Perez Garcia, Javier Ruiz Muñoz, Jawio, Jay Lauer, Jay Loomis,
Jay Peters, Jay Shaffstall, Jayhad, Jayna Pavlin, Jayobedlam, Jb, Jbeaumont, Jbomber, Jd Langeland, Jean
Kim, Jean-Christophe Cubertaon, Jean-François Lebeau, Jean-Olivier Ferrer, Jean-Yves Loisy, Jearld
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Jeff Kosko, Jeff Lanning, Jeff Sciert, Jeff Sinclair, Jeff illotson, Jeff routman, Jeff Vincent, Jeff Waltersdor,
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Smith, Jeffrey yler, Jeffry Crews, Jeffry Rinkel, Jelmer Sluis, Jen Kitzman, Jen Melchert, Jennier Coffin,
Jennier Comort, Jennier Fuss, Jennier Ramon, Jennine Cerra, Jenny Walters, Jens Alfe, Jens Hoelderle,
Jens Hornshøj-Møller, Jenskot, Jeremiah Frye, Jeremiah Lahnum, Jeremiah Mccoy, Jeremiah Rice,
Jeremie Beal, Jeremy, Jeremy, Jeremy, Jeremy, Jeremy, Jeremy Collins, Jeremy Epp, Jeremy Friesen, Jeremy
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,
Jesse, Jesse Burneko, Jesse Disbrow, Jesse Garrison, Jesse Keen, Jesse Larson, Jesse Leranc, Jesse Norris,
Jesse Stanley, Jesse Tacker, Jesse oldness, Jessica Hammer, Jessica Pearce, Jessica Scott, Jessica Sexton,
Jez Gray, Jhwdrw, Jim, Jim, Jim Alcala Sales, Jim Burzelic, Jim Delrosso, Jim Diffin, Jim Harris, Jim Hart,
Jim Hughes, Jim Jacobson, Jim Lai, Jim Magnusson, Jim Mcgarva, Jim Nicholson, Jim Ryan, Jim Smart,
Jim Sweeney, Jim White, Jim_hague, Jimmie L Rush Jr, Jimmy Locatelli, Jimmy Plamondon, Jinnapat
reejareonwiwat, Jiri Eliasek, Jive_turkey, Jj, Jj, Jjjaroscak, Jjudkins, Jlucania, Jmobius, Jmsaul, Joakim
Petersson, Joanne Spencer, Jody Kline, Joe, Joe Aponick, Joe Banner, Joe Beason, Joe Craig, Joe Crow,
Joe England, Joe Greathead, Joe J Prince, Joe Johnston, Joe Mills, Joe Otoole, Joe Parrino, Joe Phillips,
Joe Schmoe, Joe Stroup, Joel Finkle, Joel Martin, Joerg Mintel, Joey, Joey Croner, Johan Jaurin, Johan
Karlsson, Johan Nilsson, Johan Strömberg, Johann Samuel Aeschlimann, Johanna Heine, Johannes
Knieling, Johannes Menzel Knudsen, Johannes Paavola, John A W Phillips, John A. Lammers, John
Anderson, John Anderson, John Bellando, John Bogart, John Carroll, John Christopher Reese, John
Cocks, John Cohen, John D Kennedy, John Davies, John Dodd, John Doyle, John Even Bjørnevik, John
Everett ill, John Favaro, John Fiala, John Fu, John Graczkowski, John H. Donahue, John Hoyland, John
Hyde, John Kurtz, John Leboeu-Little, John Lecruise, John Lowell, John M Campbell, John M Waris,
John Marron, John Massie, John Mehrholz, John Miller, John Moran, John Nelson, John Nolan, John

314
Nunn, John Paul Leibee Iii, John Perich, John Phil, John Potts, John Powell, John Pumroy, John R Luker,
John Rogers, John Ryan, John Schiavo, John Sherck, John Shoestock, John Simutis, John Smith, John
Smith, John Snee, John Souders, John Spjuth, John Stephens, John White, John Wick, John Willson,
John Wright, John Wright, John Zmrotchek, John “Te Monk With Te Boots” urner, Johnathan
Rummage, Johnnathan Kim, Johnny Galecki, Johnstone Metzger, Jon Cole, Jon Davidson, Jon Edwards,
Jon Hornibrook, Jon Leitheusser, Jon Lemich, Jon Leopold, Jon Murdock, Jon Olson, Jon Sadler, Jon
Schreiels, Jon Walker, Jon Warren, Jonas, Jonas Matser, Jonas Røsten Bergford, Jonas Schiött, Jonas
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Cook, Jonathan Elliott, Jonathan Fish, Jonathan Grimm, Jonathan Jung Johansen, Jonathan Klick,
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Jonathon Howard, Jonna Hind, Joonas Riekkola, Jordan A Palka, Jordan Fong, Jordan Hatchell, Jordan     C
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Davidson, Jorgan, Jorge Idarraga Lazaro, Jorgepm, Jose, Jose, Jose Javier Fernandez, Jose Manuel     B
Fernandez De Valderrama Adan, Jose Marquez, Jose Oscar Lopez Rascado, Jose Bugman, Joseph, Joseph     R
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Kasinoki, Kasper Melchior Christiansen, Kaspi, Kassiday, Katherine Fackrell, Katherine Hill, Katherine
Wright, Kathie Middlemiss, Kathleen Saracen, Kathlyn, Katrina Lehto, Kayne Newell, Kayne0x1, Kdvs_
metalman, Keegan Bateman, Keegan Laycock, Keeley Cooke, Kees Dedeu, Keigan Samuel Wise, Keith,
Keith E. Clendenen, Keith E. Hartman, Keith Johnson, Keith Nelson, Keith Senkowski, Keith Stetson,
Kek7go, Kekaw, Kelein, Kelley Vanda, Kelly Dawson, Kelly Myers, Kelroy Was Here, Kelton, Ken Arthur,
Ken Capelli, Ken Hil, Kennan Mcartor, Kenneth Foster, Kenneth Hite, Kenneth Leonhardt, Kennon C.
Bauman, Kenny Tomas, Kerry Harrison, Kevin, Kevin, Kevin, Kevin Allen Jr, Kevin Blues, Kevin
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Kevin Schantz, Kevin Schott, Kevin Smyth, Kevin Stewart, Kevin ompos, Kezle, Kc, Kickstartermr,
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Koraction Jackson, Korpa, Kosta Kostulas, Kovács Róbert Dániel, Kreg Mosier, Kridenow, Krill, Kris
Vanhoyland, Krishna Lonkani, Kristian B, Kristin Firth, Kristina Zimmermann, Kristo Klee, Kristoffer
Østvang, Kristoor Newman, Krzyszto Dąbrowski, Kun, Kurt Mcmahon, Kurt Patz, Kurt Schmidt,
Kurtonius, Kustenjaeger, Kyle Burckhard, Kyle Cantrell, Kyle Clark, Kyle J Douglas, Kyle Kinnear, Kyle
Kowalski, Kyle Meeks, Kyle Piano, Kyle Raymond, Kyle Simons, Kyle W., Kyoshirokami, Kytyn, Lacas,
Lachlan Berry, Lachlan Lum, Laiel J. Shepherd, Lakshman, Lamentation, Landon Gregory, Langoroth,
Larissa Barth, Larry, Larry O’brien, Lars Heitmann, Lars Kobbe, Lasse Arnsdor Pedersen, Lauren
Brinkman, Lauri Hirvonen, Lavonardo, Lawrence Schick, Lee Hammock, Lee orres, Legendsmiths,
Lei Erik Furmyr, Lei Olvång, Lei Wallsby, Leo Huang, Leo Lalande, Leon Römer, Leonard Balsera,
Les Simpson, Levi Kornelsen, Lewis Wakeord, Lewis Watts, Lexicalunit, Liam Dinapoli, Liam Murray,
Liangcai, Lincoln Ramsey, Linda Alcorn-Burg, Linda Baysore, Linda Larsson, Lindsay Elliott, Lindsey,
Linus Bein Fahlander, Linus Råde, Lisa Czagas, Lisa Padol, Llc, Lloyd Bull ard, Lloyd Gyan, Lobo, Logan
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315
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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, Malier, 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 Kiloil, 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
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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
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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
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Schramm, Mattmarovich, Matyas Hartyandi, Matías Nicolás Caruso, Max, Max De Cuba, Max Dymond,
Max Glasner, Max Gorinevsky, Max Green, Max Kaehn, Max Perman, Max eegen, Max Von Der Marwitz,
Maxime Girard, Mcargent, Mchammas, Mcv, Megan olentino, Mel White, Melissa Anderson, Mendel,
Menno Huberts, Meno Baur, Merek idwell, Merric Blackman, Mert orun, Metal Fatigue, Mica h, Micah
Bauer, Micah Olguin, Micah Shapiro, Micah Sparkman, Michael, Michael, Michael, Michael Allen Waller,
Michael Anderson, Michael Bowman, Michael Burnam-Fink, Michael Busuttil, Michael Charles Baker,
Michael Chernicoff, Michael Crowley, Michael D, Michael D Lusby, Michael Diblasio, Michael Dunn
O’connor, Michael Erb, Michael Esker, Michael Esperum, Michael Fake, Michael Falgoust, Michael
Goggio, Michael Gwatney, Michael Habib, Michael Haggett, Michael Harrel, Michael Hart, Michael Hill,
Michael Hill, Michael Hintz, Michael James Musumeci, Michael Kailus, Michael Kennedy, Michael
Krzak, Michael Lacasse, Michael Leader, Michael Leicester, Michael Llaneza, Michael Lynch, Michael
Mcdowell, Michael Ostrokol, Michael Pagel, Michael Parker, Michael Phillips, Michael Pietrelli, Michael
Prescott, Michael Pureka, Michael R. Underwood, Michael Raichelson, Michael R amsey, Michael Reed,
Michael Richards, Michael Sandlin, Michael Scotta, Michael Shawn Pose, Michael Stevens, Michael
ree, Michael Vollhardt, Michael Welker, Michael Wernerson, Michael Wight, Michal Kostrzewa, Michal
Pietrek, Michal Smaga, Michał Kłosowski, Michele Gelli, Michele Grande, Michæl Jensen, Miguel Duran,
Miguel Zapico, Mijail, Mik Reed, Mika Savela, Mikael, Mikael Dahl, Mikayla Ortell, Mike, Mike, Mike,
Mike Bowie, Mike Cowles, Mike De Jong, Mike Mudgett, Mike Myers, Mike Nutt, Mike Overbo, Mike
Page, Mike Piazza, Mike Quintanilla, Mike R., Mike Retzlaff, Mike Sands, Mike Sokolski, Mike Standish,
Mike Sugarbaker, Mike euscher, Mike Wallace, Mike Williams, Mikerost, 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
Broesder, Mjspecter, Mlameyer, Mmacgregor, Mnewby, Modoc, Moisés Giménez, Molly Westriver,
Molnár Gergely, Monarda, Monkeytopia, Morgan, Morgan Boehringer, Morgan Grover, Morgan Hazel,
Morgan Weeks, Moritz Kla, Morten, Morten Greis Petersen, Morten Kay, Motipha, Mpk, Mr. Macguffin,
Mr.float, Mrkaji, Mrolivier, Mtroedson, Multaekappae, Munchezuma, Murray Dahm, Myles Ball, Myles
Corcoran, Myling Games - ina Engström, Myrtha, Mythicparty, Måns Broman, N.r. Jenzen-Jones,
Naas, Nachtflug, Nakibe, Nat Lanza, Natb, Nate, Nate, Nate Brengle, Nate Marcel, Nathan, Nathan Black,
Nathan Campbell, Nathan D. Paoletta, Nathan Harrison, Nathan Hoobler, Nathan Howell, Nathan Joy,
    S
Nathan Lehsten, Nathan Mooney, Nathan Reed, Nathan Rockwood, Nathan Russell, Nathan Stanley,     R
Nathan Winsor, Nathanael Schuknecht, Nathaniel, Nathaniel Whitestone, Natterhorn, Neal Dalton, Neal     E
    K
anner, Neall Raemonn Price, Neil Goodrich, Neil Smith, Neill Cram, Neko_cam, Nekosluagh (Aka     C
Necroslug), Nekroz, Nemo, Neonchameleon, Nerdwerds, Nerulean, Nessalantha, Neuralnoise, New     A
World Alchemy - David A. Lupo, Niall, Niall Forman, Niaudet, Nicholas Arroyo, Nicholas Cadigan,     B
Nicholas Cassidy, Nicholas Clements, Nicholas Corlett, Nicholas Housh, Nicholas Irish, Nicholas Kerr,     R
    E
Nicholas Moore, Nicholas Patrick Graham, Nicholas Peterson, Nicholas Ramsey, Nicholas Whalley,     T
Nick, Nick Bate, Nick Beach, Nick Bower, Nick Brekalo, Nick Davis, Nick Drochak, Nick Dumas, Nick     R
Gaffney, Nick Hopkins, Nick Lykins, Nick Manning, Nick Mulherin, Nick O’brien, Nick Price, Nick     A
    T
Reynolds, Nick Simpson, Nick Sinclair, Nick Te Lemming, Nick ownsend, Nick yrson, Nicklas     S
Andersson, Nicky Weaver-Weinberg, Nicolas Aliaga, Nicolas Barbezat, Nicolas Brian, Nigel Clarke, Nigel     K
Wright, Niguel Vega, Niklas Berndt, Niklas Kristiansen, Nikolas Bates, Nikolas Landauer, Nipper Phinizy,     C
    I
Nis Haller Baggesen, Nissa Campbell, Nisshan, Nitari Windrider, Nmanczarek, Noah Berndt, Noah     K
Crandall, Noah Diamond-Stolzman, Noah Doyle, Noah Letendre, Noah Miannan, Noam Rosen,
Nobigdiel, Nocker, Noel, Noel Warord, Oball, Octavio Arango, Odysseus King, Oggivus, Oh Seung Han,
Okas Leinert, Ole Christiansen, Oleg Krapilsky, Oleg89, Oliver Granger, Oliver Lind, Oliver Northrup,
Oliver Nøglebæk, Oliver Paul, Oliver Peltier, Oliver R Shead, Olivia G, Olivier Fanton, Olivier Roullier,
Olivier Till, Olna Jenn Smith, Olven_oil, Omar Amador, Ophryon, Orion Cooper, Orlando Wilson,
Oscar Esteania, Oscar Iglesias, Oscar Wolters Duran, Owen Tompson, Owlglass, P racy, Paal-Tomas
Schjerverud, Pablo Domínguez Castro, Pablo Martínez, Pablo Saldaña, Panda, Pandadad, Paolo Castelli,
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Drussel, Paul Echeverri, Paul Edwards, Paul Gallagher, Paul Grindrod, Paul Kim, Paul Kohler, Paul
Lynch, Paul Mcbride, Paul Messenger, Paul Michalik, Paul Normandin, Paul Rossi, Paul Schindler, Paul
omes, Paul ownsend, Paul Vogt, Paul Watson, Paul Weimer, Paul Zurawski, Paula And Rachel Sullivan,
Paulo, Pavel Berlin, Pawel Pyrka, Pdcurry, Pedro, Pedro Ivan Rios, Pemricht, Penda omlinson, Penny
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Ames, Phillip Bailey, Phillip Dunn, Phillip Gates-Shannon, Phillip Lewis, Phillip Spiess, Phyr, Pierce
Barber, Pierre Plathey, Pierre Waldried, Piers Brown, Pineapple Steak, Piotr Kraciuk, Pixel Press, Pj
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Russell, Raael Ferreira, Raay Khan, Ragnhild Hutchison, Rahyll, Ralph Lovegrove, Ralph Mazza,
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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. Kieer,
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 Schwerdteger, Richard Sedivy, Richard Starr, Richard aylor, Richie Cyngler, Rick, Rick
Ernst, Rick Harrelson, Rick Neal, Ridhwan, Riese Sullivan, Rikki Parsons, Rildo Augusto Valois
Laurentino, Rishi, Rituro, Rob Abrazado, Rob Brennan, Rob Bush, Rob Donoghue, Rob Dunning, Rob
Heinsoo, Rob Jones, Rob Macdougall, Rob Nadeau, Rob Randolph, Rob ownsend, Rob Walz, Rob
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
Luna, Robert Dickerson, Robert Garitta, Robert Giroux, Robert Guy, Robert Harper, Robert Harrelson,
Robert Hinkle, Robert Huss, Robert James Mediavilla, Robert John Ruthven, Robert Keay, Robert Klaus,
Robert Lewis, Robert Maxwell, Robert Mohl, Robert Morris, Robert Poulin, Robert Roy, Robert Sharikov,
Robert P. Stefo, Robert Summersgill, Robert ichacek@Sonic.net, Robert Wanless, Rod Chanas, Rod
Meek, Roe Portal, Roger N Dominick, Rohan Wolsey, Rohit Ramnath, Roland Bahr, Roland Cooke,
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, Ruus Moroes, Rukesh Patel, Rupert Sedlmayr, Rushputin, Russell Benner, Russell Fillmore,
Russell G Collins, Russell Hoyle, Russell Mcadden, Russell Ventimeglia, Russell Zimmerman, Rustin,
Rusty Halo, Ryan Blackstock, Ryan C Davidson, Ryan Danks, Ryan Dunleavy, Ryan H, Ryan Hardman,
Ryan Leahy, Ryan Lester Isaacson, Ryan Lockwood, Ryan Macklin, Ryan Mcmullan, Ryan Percival, Ryan
Poe, Ryan Sartin, Ryan St. Wrba, Ryan idd, Ryan rottier, Ryan Wong, Ryan Yeako, Ryan Young,
Rymdhamster, S. Ben Melhuish, S. C. Israel, Saab, Safireblade, Sage Latorra, Saladdin, Sam Anderson,
Sam Godding, Sam Hastings, Sam Hawken, Sam Lafleche, Sam Piaggio, Sam Roberts, Sam Schellin,
Sam Sullivan, Sam ., Sam Watson, Sam Zeitlin, Sam “Samaritan” Fokker, Sameep, Sami Cyberpilot
Veillard, Sami Merilä, Samuel, Samuel King, Sandra Fuller, Sandsturm, Sarah, Sarah Verdu, Sarah
Williams, Sarn, Sascha Müller, Sawyer, Scarius, Scelous, Schi, Schpindoctor, Schubacca, Scoff, Scot Drew,
Scott Acker, Scott Anderson, Scott B. Smith, Scott Bennett, Scott Cohan, Scott Dicken, Scott Dierdor,
Scott Dorward, Scott Erickson, Scott Evans, Scott G., Scott Lawrence, Scott Lewis, Scott M, Scott
Macmillan, Scott Malcolm, Scott Maynard, Scott Mcgougan, Scott Reichelt, Scott Robinson, S cott Slater,
Scott Smith, Scott Smith, Scott Squires, Scott Synowiez, Scott , Scott raczyk, Scott Udall, Sean, Sean,
Sean Cunningham, Sean Demory, Sean Duncan, Sean Fagan, Sean Hexed, Sean Holland, Sean Hope,
Sean Leventhal, Sean M Dunstan, Sean Mclaughlin, Sean Morewood, Sean Nicolson, Sean Nittner, Sean
Nokes, Sean Nyhan, Sean P. Kelley, Sean Parson, Sean Phelan, Sean Smith, Sean Smith, Sean  Bircher,
Sean Wills (Deleted), Sean Winiarski, Sean Young, Seann Ives, Seawyrm, Seb R, Sebastian, Sebastian
Czentner, Sebastian Liem, Seeleyone, Seigneurao, Semen Nosnitsyn, Semiomant, Sentack, Seokwan
Chung, Seraphim_72, Sergey Pearlstein, Sergio Silvio Herrera Gea, Seth A Spurlock, Seth Abel, Seth
Halbeisen, Seth Harris, Seth Hartley, Seth Johnson, Seth Scott, Seth . Blevins, Sev, Sewicked, Seán
Harnett, Shai, Shana Bertram, Shane, Shane, Shane Driskell, Shane Mclean, Shane Medeiros, Shangrila,
Shannon Appelcline, Shannon Maclean, Shaun Kenyon, Shawn Connolly, Shawn Illingworth, Shawn
Mccarthy, Shawn j Miller, Shawnlstroud, Shelton Windham, Shelvin Kanhye, Shervyn Von Hoerl,
Shimmergeek, Shingen, Shinya Hanataka, Shiro Te White Wol, Sidney Sapira Ortiz, Sigil Stone
Publishing, Silburnl, Silerias, Silevran, Simon, Simon Baker, Simon Burdett, Simon Carter, Simon
Clements & Dan Voyce, Simon Forster, Simon Girardin, Simon Kirkham, Simon Kurmann, Simon Neil
Walsh, Simon Reichley, Simon Rogers, Simon aylor, Simon Ward, Simplymad, Sion Gibson, Sir Izzy,
Skat, Skip Intro, Skye Knighton, Skyler Crossman, Slade Stolar, Slaine Fullerton, Sleepfighter, Sleet,
Sloane Hanuman, Slybebop, Sly0x, Smith, Snidesworth, Sol Foster, Sominex, Sonnet Nguyen, Sophia
Brandt, Sophie Lagace, Sophie Melchior, Soren Hjorth, Spencer Hobson, Spenser, Stacie Winters, Stan,
Star Stra, Stean Grambart, Stean L., Stean M. Feltmann, Stean Malsch, Stean Ohrmann, Stean
Wood, Steon Mears, Stephane, Stephanie Bryant, Stephanie Echols, Stephen Brandon, Stephen Damm,
Stephen Denison, Stephen Ford, Stephen Jefferies, Stephen Kenneally, Stephen Malone, Stephen Robak,
Stephen Somerv, Stephen Tomson, Stephen White, Stephen.esdale, Sterling Dycus, Sterz Sebastian,
Steve, Steve, Steve Brown, Steve Dempsey, Steve Dodge, Steve Donohue, Steve Ellis, Steve Gladstone,
Steve Hickey, Steve Holder, Steve Jakoubovitch, Steve Johnston, Steve Moore, Steve Muchow, Steve
Sensiba, Steve Snow, Steve Van Gorder, Steve Wallace, Stevec, Steven, Steven Bennett, Steven Carter,
Steven Danielson, Steven Grady, Steven Helberg, Steven Humphries, Steven Lord, Steven Morris,

318
Steven Robert, Steven Siddall, Steven Vu, Steven Wales, Steven Warble, Steven Watkins, Steveo, Stew
Wilson, Stewart Wieck, Storapan, Storium / Stephen Hood, Stras Acimovic, Strictura, Stryder Lindsey,
Stuart Chaplin, Stuart Horner, Stuart Mcdermid, Stuartwatkins, Stytch, Sukhraj, Sungil Kim, Sunkzero,
Supervexi, Susantd, Svante Landgra, Svend Andersen, Swen Müglich, Swone, Sylvestre Picard, Sébastien
Célerin, Sören, .j. ague, ablesaw, ad Kelson, aelor, amsyn K, anya Emmert, anya Lussier-Normil,
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 Nae, yrnis, zu, Uanuiil, Udo Femi, Ul H., Uli royo, Ulran,
Umberto Lenzi, Under Te Weather, Unfies, Urnmywy, V. Dzundza, Valentina Bertani, Valore, Varthanna,
Vasco A. Brown, Veav, Vendemiaire, Vex Godglove, Vich, Victor Kunkel, Victor Wyatt, Victoria Ford,
Vidya Bodepudi, Viktor Kull, Ville S, Ville Siivola, Vilobion, Vince Fortune, Vincent Arebalo, Vincent
Baker, Vincent Primault, Vincent R., Virgil Pederson Jr., Vivian Paul, Vivien Feasson, Vladimir Filipović,
Vojtech Pribyl, Voltare, Von Bednar, Víctor Guerrero Vilches, Wade Geer, Wade Jones, Waelcyrge, Walter
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, Wilried Mitterhoer, Wilhelm
Fitzpatrick, Will, Will Childs, Will Hancock, Will Scilacci, Will Whittaker, Willem-Jan Van Strien,
William Alguera, William Battaglini, William Brisson, William Cadoret, William Chung, William Coon,
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, Wolplank, Worldsmith Industries, Wright Johnson, Wytchwood, Xander
Veerhoff, Xavier Aubuchon-Mendoza, Xavier Jackson, Xegeth, Xengar, Y. K. Lee, Yamagata9982, Yann
Herpe, Yong Jia Yaik, Yong Jun Park, Yoshi Creelman, You Kim, Yragael, Yume, Yves Franzosi, Zach,
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 Artiact(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 conederates, 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 Craing, 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
modiying, 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 inormation, 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
Inormants, 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 Lie essence, 227 Moontide, 245
chamber, 117 Liestyle 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 perorming, 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 Saltord’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 reugees, 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
lie o a, 182 So, 14 Strangord 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 Subteruge 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 liestyle, 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

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