You are on page 1of 2

When a Player Character faces a risky SPECIAL ACTIONS

RUNNER FILE
C+P002

situation, the outcome is determined by the


ACTION ROLLS

Action Roll. Describe how you do it.

[ C B R + P N K : R P G PMPHLT 0.1
01. The player describes what they want to Push: Mark ** to either + to your roll or {E or
accomplish and what Approach, Skill and Gear Act when OUT.

COMPOSITE
they will employ to do so. There is no “wrong”

ID.
approach to a situation, but some may have Assist: Mark * and expose yourself to the
reduced effect or even increase the danger, Consequences to give + to a teammate’s Action
prompting the Player to rethink their course Roll. Only one PC may assist a given roll.
of action to improve their positioning. Setup: Make an Action Roll to give an Edge in
02. The GM assesses if any or both sides have anyone’s future Actions. E.g. provide cover,
Edge. If so, they will then inform what Threat distract an enemy, plant evidence etc.
(T) and Effect (E) Levels can be expected. Lead Group: All participating PCs make the same
03. The Player can then raise or lower both T and Action roll and pick the best result among them.
E simultaneously to improve their impact at The LEADER marks * for each PC that failed.
the cost of a harder Consequence or Protect: Take the Consequences for a teammate’s
vice-versa. failed action. You may Resist it as normal.
04. The Player gathers their dice: Flashback: Invoke to roll for an Action in the past
〉A number equal to Approach+Skill ratings. that impacts the current situation — adding, but
〉Adds bonus dice from Push or Assist.

2 02.0
not changing what is already established in the
If they end up with zero or less dice to roll, fiction. In addition to other eventual costs
(Creds, favors, Hunted status), the GM sets a
they roll 2 dice and keep the lowest.
cost depending on its plausibility:
HUNTED
05. The Player rolls all the dice and reads the
〉*: A standard activity, likely to have occurred.
single highest result. Player and GM work
〉**+: An elaborate plan, unlikely circumstances.
together narrating the action, but the latter
has final say over the outcome and is the one
TAKE A BREATHER

C+P001
C+P00X
declaring the Consequences. HANDLE

Once per Run, convey how the fiction provides you


with the opportunity to unwind — take a pill, turn
6, 6 Critical. They succeed and gain an
up the volume, punch a wall, check in with a loved
extra benefit (most likely {E).
one, patch yourself or another teammate up. Roll
the appropriate Approach, add + if you bring out ANGLE
6 Success. It goes as well as intended. your Angle during the scene:
> Crit You've been through worse. Clear all marked *
4/5 Partial Success. They do it but also -or- ignore Levels 1 and 2 Harm penalties for the
suffer a Consequence: HARM, }E, rest of the Run.
LOST OPPORTUNITY or COMPLICATION.
> 6 That should work. Clear * * * -or- ignore
<OPERATOR>
1-3 Fail. Things go bad and they suffer Level 1 or 2 penalties for the rest of the Run.
WE HAVE ONE LAST JOB FOR YOU, RUNNER.

[ 2356/ FITD01020 ]
the Consequences. > 4/5 Suck it up. Clear * * -or- ignore Level 1 ONE LAST CHANCE TO CLEAR OFF YOUR DEBTS.
Harm penalties for the rest of the Run.
> 1-3 Take what you can get. Clear *.
G LITC H D IE DO YOU ACCEPT? Y/N
When a PC adds dice from a Gear, Approach or C+P00X ANGLE
Action marked as glitchy, one of the dice will
be a GLITCH (an easily discernible die). Convey what ultimately you run for:
YOU BETTER NOT GLITCH THIS UP.
〉Get out 〉Learn the truth
If the GLITCH rolls a 1-3, regardless of the 〉Make them pay 〉Push the edge
〉Look after them 〉Take a stand

C+P 0.01 _
action outcome, the PC suffers a Consequence.
C+P00X

〉Upgrade life 〉error: 'agency' is NULL

This work is based on Blades in the Dark, product of One Seven


Design, developed and authored by John Harper, and licensed for our This is the player’s pamphlet. Download the full game at

LOAD
use under the Creative Commons Attribution 3.0 Unported license. emanoelmelo.itch.io @emanoelmelo
[ CBR+PNK:RPG]
FORCE/INTIMIDATION/DESTRUCTION WHAT YOU HAVE ON HAND GEAR [ 1 / FITD01020 ] STRESS
AGGRESSION
APPROACHES
GLITCHY HESITANT WHEN YOU PREPARE FOR A RUN, DECLARE YOUR LOAD. PUSH: * * / ASSIST: * / FLASHBACK: * OR * *+
TAKE A BREATHER TO RELIEVE STRESS.
CREATIVITY/CUNNING/PERCEPTION LIGHT [1-3] Move quickly, go through small spaces,
SMARTNESS GLITCHY DISORIENTED blend in with the crowd.
NORMAL [4-5] Look conspicuous, ready for trouble.
CHARISMA/LEADERSHIP/DIPLOMACY
EMPATHY GLITCHY COLD
HEAVY [6] Move slowly, draw lots of attention.
ACTION / HOW

DISCRETION/PRECAUTION/ACCURACY Declare a gear on hand by marking it on your list — OVERLOAD: An Approach of your choosing becomes
CAUTION GLITCHY RECKLESS up to a number of items equal to your LOAD. permanently glitchy and incurs a Complication, like:

ASSIGN ONE TO EACH APPROACH: + + / + / + / Z E R O A BLADE OR TWO AMMO > Taken out of action (while Overloaded).
GLITCHY: REPLACE ONE DIE FOR THE GLITCH DIE. > Expose a team’s weakness.
> Make the team lose an advantage.
HANDGUN SPECIAL AMMO
> Damage or overlook something crucial.
ASSIGN 8 +. A THIRD + CAN BE ASSIGNED AS AN EXPERTISE, WRITE
IT DOWN BELOW THE SKILL’S NAME. USING EXPERTISE ON AN ACTION, SUBMACHINE GUN DEMOLITION TOOLS While OVERLOADED, you gain {E but can’t make
SKILLS

YOU CAN TRADE + FOR AN EDGE. Actions that would require * or Resistance rolls.
LARGE/HEAVY WEAPON SPECIAL GRENADES
CLOSE COMBAT PILOTING EMP, GAS, FLASH [2 / FITD01020 ] RESISTANCE
EXOTIC WEAPON REDUCE OR AVOID A CONSEQUENCE (GM CALLS). DECLARE
MICROTRONICS TOOLS HOW YOU DO IT AND ROLL THE APPROPRIATE APPROACH:
ENDURANCE RANGED COMBAT
CYBERDECK
SPARE PARTS > Crit 2EZ. Clear **.
DRONE [SMALL, FAST] > 6 Solid. Mark *.
HACKING RIGGING > 4/5 Not bad. Mark **.

000- 0
SURVIVAL KIT
MASK, RATION, WATER/AIR PURIF. > 1-3 Close call. Mark ***.
DRONE
MEDIUM, VERSATILE
INFLUENCE SCIENCES [3 / FITD01020 ] ARMOR
MEDKIT MARK ARMOR TO RESIST AN APPROPRIATE TYPE OF
ARMOR CONSEQUENCE INSTEAD OF TAKING *.
ACTION / WHAT

MOBILITY STREETWISE DISGUISE +HEAVY


ARMOR HEAVY SPECIAL

INFILTRATION GEAR CREDS


OBSERVATION SURVIVAL
[4 / FITD01020 ] HARM
You run OUT OF AMMO as a result of a Complication — IF YOU TAKE HARM OF A LEVEL WITH NO SLOT LEFT TO MARK,
roll to Resist or mark ammo in your gear to reload. MOVE IT ON TO THE NEXT LEVEL. WHEN OUT, YOU CAN ONLY
You start off with one CYBERWARE. Write down its ACT IF ASSISTED OR PUSHING.
CYBERWARE
name and a brief outline of its primary feature,
CYBERWARE

LEVEL / DESCRIPTIVE PENALTY


e.g. AshideTM Racing Legs. Large/bulky cyberware may
take up to 2 LOAD. Describe how it can be used on an
action and mark * or Armor accordingly: 1
}E
Push yoursef to enhance a capability (therma-vision,
wired reflexes, neuralink, augmented strength) or

[ CBR+PNK.SYS / MINIMAL FORGED IN THE DARK ]


produce/conceal a particular compact asset
(chemicals, blade, nanobots). You still gain the 2
Push action benefit if you are making a roll.
ACTION / WITH

Mark Special Armor to resist against a specific type


of Consequence: Emotion Analyzr, Neuralink Firewall,
Anti-thermic Skin Coating, etc.
3
For each extra feature/Cyberware, pick a drawback: OUT
> Unstable or almost broken. Mark it as glitchy.
> You never really paid for it. You are being HUNTED.
> It caused trauma or stigma. Start off glitchy on TIME TO DIE.
an Approach of your choice.

You might also like