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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
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