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Taking Action Player chooses Action. GM sets potential result.

Resistance & Trauma


Tell the GM whatyouwanttoachieveand whatActionyouuse. They will tell you the When you Resist a consequence describe ■ 1-3: Take a lesser consequence,
position, Trivial,Daring,or Insurmountableanddescribe the Effect. how your character out maneuvers or but lose an additional Grit die.
■ Probably you act in the face of opposition and things are Daring: The GM fights through the danger. Then spend Trauma:Whenyourolla1-3onaresistance
describes the effect you can expect, at least some of the dangers you face, and roll one or more Grit dice. rollandcannotpaytheadditionaldie,takea
and asks you to Gather Dice. ■ Crit: Turn their move back on Trauma.
■ If you are exploiting a dominant advantage things are Trivial: The GM them and regain a Grit Die.
describes the effect, you have, and consequences (if any). Or, you may ■ 6: Turn their move back on them.
offer/ask for a different scenario where you have a increased effect, but ■ 4/5: Resist the consequence.
risk greater consequences, making things Daring.
■ If you’re at a significant disadvantage things are Insurmountable: The GM
describes what effect you have (if any) and how you suffer the consequences. You cannot resist the stakes a failed roll. You’re hanging off the edge of a cliff, and you
Or, you may offer/ask for a different scenario where you have a limited roll to get back up. On a failed roll (1-3) your character will still fall. You can resist the
effect, at a greater risk, making things Daring. damage that results from falling, but you can’t resist the stakes of the fall.

IfyouwantgreaterEffect:
Overcomeoneoftheirfactors
IfyouwantbetterPosition:
Trysomethingelse
Gear & Slots
You may declare gear as needed, but it ■ Packed: It takes nearly a minute
Scale: Number, size, magnitude. Attempt part of what you want first. must be put in a gear slot. If gear is lost or and both hands to get into your
Quality: Tools, training, tactics Take a different action that changes the broken cross out the slot. An empty slot can pack and retrieve it.
situation. be filled with whatever you want. A crossed Shield, Armor, and +Heavy each let you
Potency: Particular weakness
out slot can only be filled with things you ignore 1 harm.
find.
If the item is something common (rope,
Gather Dice 1 per dot, 1 for pushing yourself, 1 for assistance

When you have a fictional gamble that is compelling and dangerous, the player
■ Ready: You already have it in
hand.
swords, crowbars, etc) it costs nothing.
Otherwise the GM may set a coin cost.
■ Slung: It takes a couple of breaths
taking action gathers their dice: and a bit of fumbling, but you you
■ Take 1d for each dot you have in the action you are using. can get it.
■ If you push yourself, pay a 2 Grit -OR- take a Devils Bargain add +1d.
■ If another player exposes themselves to danger they may sacrifice 1 Grit
add it to your roll. Harm & Armor
If for some reason you would have 0 dice roll 2 and take the worst. If you suffer harm the GM will how ■ Broken: Broken: You must receive
many harm boxes to mark. If you Assistance from another character or
would take harm and have no boxes to Push Yourself to use these actions.
The Result Roll the dice and choose the highest mark you die.
■ Conditions: suffer -1d to all
Double sixes is a 4-5isapartial 1-3isafailure: Actions in this trait. When you
crit: 6isasuccess: success: suffer a consequence in keeping
You get only the
You get the effect as You get the effect as consequences. with the condition instead of taking
You get the effect established. established and the action, mark XP.
and more. consequences. Mark XP
Blades Against Darkness
Name: Look:
Gear & Armor
During a job: Declare gear and put it in a slot. Common
items (rope, swords, crowbars, etc) cost nothing. Rare
items require a ResourceRollor yourowncoin.

Thews XP
Exhausted: When you retreat or falter,
Grit Ready: Already in hand.
Finesse SHIELD ARMOR
Traverse -1d Mark XP.
Skirmish Broken: You must receive Assistance or When you tick the last box gain 1 Grit.
Push Yourself to use these actions.
Force XP

Wits XP Slung: A few moments and a free hand.


Survey Scattered: When you make a bad read or Resist: spend and roll Gritdice. +HEAVY
Tinker -1d drop your guard, Mark XP. ■ Crit: Turn their move back
Hunt Broken: You must receive Assistance or on them, +1 Grit Die.
Study Push Yourself to use these actions. ■ 6: Turn their move back on
them.
Charm Attune
XP
Drained: When you betray your secrets
■ 4/5: Resist the consequence.
■ 1-3: Take a lesser
Packed: Nearly a minute and both hands

consequence, -1 Grit die.


Command -1d or reveal a truth, Mark XP.
Trauma: whenyourolla1-3ona
Consort Broken: You must receive Assistance or Resistandcannotpaythe
Sway Push Yourself to use these actions. additionaldie,takeaTrauma.

Character Creation Traits & Ideals


■ Choose a Class. Each ■ Choose 0 or 1 Ideals.
comes with a starting
special ability. ■ Distribute 10 dots
between your actions At the end of a session mark XP:
5 5 10 10
■ Pick an ally (up arrow)
and rival (down arrow)
at the bottom of your
(max 3 dots in a single
action). ■ If you you expressed your beliefs,
drives, heritage, or background.
Coin
Class card. ■ Choose a Vice.
■ If you struggled with issues from your Vice: Faith - Gambling - Luxury - Obligation
■ Choose at least one ■ Pick a Name and vice or traumas during the session. Pleasure - Stupor - Weird
Heritage. Each comes describe your look in a
couple of words. If you fill a card’s XP track take an new
with a starting special ability on that card or choose a card Trauma: Cold - Haunted - Obsessed - Paranoid
ability. ■ Take 2 coin. entirely. Reckless - Soft - Vicious
Human Heritage Halfling Heritage Elf Heritage

Choose a hunger below. When you When you push yourself you can When you push yourself you can
pursue of your hunger, take +1d. perform one of the following: perform one of the following:
Power: Crush your enemies, ignore ● Go unnoticed or underestimated. ● Shape wood with song.
compromise, never surrender, etc. ● Get them to offer more (truth, ● Dazzle or confuse with glamour.
trust, kindness, supplies, etc). ● Perform an act of inhuman grace,
Excess: Destroy wantonly, consume
lavishly, take what you want, etc. ● Ignore pain, weariness, or fear. sight, or hearing.

Glory: Lead from the front, leap into Break Bread: when you spend gear
Long Memory: Lower flashbacks cost
action, act as example, revel in honor, and time to cook a meal, all who
to Study the distant past by 1.
etc. partake recover 3 Grit dice and 1 harm.

Cold Reading: Take +1d when you Pocketses: +2 gear slots Elfsong: When you sing in a full clear
gather information about how to voice for one hour you may Consort
control others. Reduce flashback costs Ready Slung with the fragile spirits of nature. They
to do the same by 1. may agree to be bound in an
appropriate item. Break the item to
Ally: Take +1d when you make a release them and perform a single
resistance roll in someone’s stead. magical effect within their domains.

XP XP XP
Dwarf Heritage Orc Heritage Wizard Class

When you push yourself you can Sharpened: When you can clear your Sorcery: spend 2 Grit to roll Attune in
perform one of the following: mind and devote your focus you can place of any other action at the risk of
● Smell riches. track by scent, see in the dark, or hear the result being unstable, weird, or
● Exploit flaws in non-dwarven something as quiet as a breath. magically toxic. Spend Grit 1-for-1 for
craftsmanship. each extra feature:
Adaptable: You can suffer 2 harm to ● The effect is subtle and not
● Speak with worked stone or change your size from smallish
metal. obviously magical.
(goblin) to largish (troll) for a few
moments. ● You aren’t required to lay hands
Grounded: take +1d when you resist on the target. It only needs to be
the effects of magic. Hardy: You have an extra wound box. within the sound of your voice.
Runesmith: You can carve runes into Warcry: When you throw yourself in
stone or metal and give your own to the teeth of the enemy, mark XP.
breath to infuse it with purose. Say
You may recover this wound box Dajhira, dealer in oddities
the effect you want and the GM will
tell you the cost in Grit. It will follow when you make camp and devour a Noon, a bone witch
your will long as you don’t breathe. few pounds of meat.
Husk, ancient spirit

XP XP XP
Fighter Class Rogue Class Cleric Class

Not to be Trifled With: When you Tactical Espionage Action: When Choose 2 domains for your god.
push yourself you can: you push yourself you can: ● One tied to your heritage and
● Perform a feat of physical force ● Act before anyone else. beliefs (secrets, courage, law,
that verges on the superhuman ● Perform a feat of athletics that dreams, etc.).
● Engage a small gang on equal verges on the superhuman.
● One tied to the natural world (fire,
footing in close combat. ● Ignore quality or Tier when
bypassing security measures growing things, gravity, etc.)
Live by the Sword: Take +1d when you When you push yourself you can:
Trap Monkey: Take +1d when you
use your weapon for something other Force or Tinker traps or security ● Briefly bend your god’s domains to
than spilling blood. measures. your will.
Assault Leader: Take +1d when you Ambush: When you attack from ● Momentarily gain potency against
lead an action in combat. hiding or spring a trap, you get +1d. enemies of your god.

Shaga, old soldier and tactical genius Shar, famous bounty hunter Amahlia, mendicant master
Raheam, sword-master in hermitage Lashkar, smuggler and crimelord Hadir, wandering inquisitor
Yaterena, mercenary princess Zada, professional assassin Melchior, cantor of the laws

XP XP XP

Altruism Ideal Liberty Ideal Community Ideal


Either repentance drives you change things or Broken free or never chained you are You have found your people and you will
innocence makes you believe you can. independent, unfettered, and alone. fight, die, and even kill to protect them.
At the end of a session mark XP if you: At the end of a session mark XP if you: At the end of a session mark XP if you:
● Gave from yourself for the benefit of ● Followed your own best judgment, in- ● Stood in defense of those you hold
others. spite of what others would have you do. dear.
● Destroyed something that threatens ● Refused to tie yourself to another’s ● Brought others into your group.
the good people of the world. cause. ● Left a legacy of your community behind
● Helped others make a difference that ● Broke the bonds that tie others down. that continues your work.
lasts after you move on. Mark Grit when you: Mark Grit when you:
Mark Grit when you: ● 1 Grit: Go it alone or prove them wrong. ● 1 Grit: Sacrifice your well-being for the
● 1 Grit: Give something you can’t afford. ● 2 Grit: Leave them behind. good of the team.
● 2 Grit: Reveal an evil your allies had ● 3 Grit: Refuse a bond when offered. ● 2 Grit: Choose your kith, when others
allowed to remain hidden. ● Buyoff (5 Grit): Dedicate yourself to need you.
● 3 Grit: Let no a sin go unpunished. something more important than your ● 3 Grit: Improve your standing in the
● Buyoff (5 Grit): Walk away and allow an own needs. group.
evil to win. ● Buyoff (5 Grit): Put yourself ahead of
your allies.
Adventure Ideal Duty Ideal Glory Ideal
The truth of the past, the secret to the future, is You’ve given your life to something larger The stories people tell about us are the only
burried the sands and jungles of this world than yourself. The question remains if you’ll things that last after we’re gone. That’s why
and you will bring it to light. be able to make good on your promise. you must ensure yours is told.
At the end of a session mark XP if you: At the end of a session mark XP if you: At the end of a session mark XP if you:
● Investigated the mysteries of the past. ● Followed your calling into danger. ● Lead with your actions.
● Shared your discoveries with the world. ● Justified your actions. ● Drew the admiration of your peers.
● Revealed a truth that has been burried ● Convinced someone to share your ● Won hearts and minds who will keep
or hidden. burden. your story growing.
Mark Grit when you: Mark Grit when you:
Mark Grit when you:
● 1 Grit: Take action when everyone else ● 1 Grit: Make an unnecessary sacrifice in
● 1 Grit: Make an unnecessarily dramatic
hesitates. the name of your responsibilities.
gesture.
● 2 Grit: Refuse to back down when ● 2 Grit: Choose your oath over your
everyone else retreats. allies. ● 2 Grit: Choose what will make you look
best over what others need.
● 3 Grit: Refuse to be torn away from ● 3 Grit: Refuse to take on more as you
your work, even when others need you. are already sworn to your promise. ● 3 Grit: Upstage an ally.
● Buyoff (5 Grit): Admit you’ll never find ● Buyoff (5 Grit): Fail in your promise or ● Buyoff (5 Grit): Let your story become
the truth. put down your burden. about something other than yourself.

Conspiracy Ideal Chaos Ideal Law Ideal


For now you may be a pawn, but you will be a Life is Chaos and life has made you strong. The Lords of Law make the world what it is
player once you unravel the truth. Anything else is only a slow death. and you will not allow that to fall.
At the end of a session mark XP if you: At the end of a session mark XP if you: At the end of a session mark XP if you:
● Furthered your secret master’s ● Destroyed or corrupt, the works of Law. ● Sanctified or purge the works of Chaos
agenda. ● Demonstrated to the world how Chaos ● Demonstrated to the how only through
● Learned a truth about the conspiracy. has made you strong. Law can the world be made right.
● Advanced your standing within the ● Opened the eyes of weak to the power ● Inspired the weak to respect and
conspiracy. that Chaos offers them. venerate Law.
Mark Grit when you: Mark Grit when you: Mark Grit when you:
● 1 Grit: Lie, misdirect, or occlude. ● 1 Grit: Offer up a suitable sacrifice to ● 1 Grit: Offer up a suitable sacrifice to
● 2 Grit: Manipulate others into the gods of Chaos. the gods of Law.
accomplishing your ends. ● 2 Grit: Refuse to back down or cower to ● 2 Grit: Refuse to back down or cower to
● 3 Grit: Keep your secrets, even from the followers of Law. the followers of Order.
allies. ● 3 Grit: Keep yourself free, even from the ● 3 Grit: Refuse to tolerate nuance,
● Buyoff (5 Grit): Turn your back on the will of the Chaos gods. ambiguity, or deviance.
organization and become hunted. ● Buyoff (5 Grit): Allow Law to take your ● Buyoff (5 Grit): Suffer Chaos to take
strength or make you cower. root and corrupt the works of Law.

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