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Version 1.4
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THE GAME
Blades in the Brokenlands is a fantasy game about a means. The players work with the Game Master as
party of daring characters trying to gain fame and co-authors of the game to establish the tone and style.
fortune. We play to find out if the fledgling heros can
survive their adventures and gain glory. Players create characters by choosing a race, identifying
a favored approach, and selecting from one of
Blades in the Brokenlands is not a complete game. It is twenty-seven beginning archetypes - representing
a hack of John Harper’s Blades in the Dark. A n fantasy classes. The characters attempt to develop their
understanding of the core mechanics of that game is party by going on adventures and contending with
required. This hack expands character creation and the threats. Players design a party following one of five
arcane rules, and changes some of the mechanics to types:
better represent high fantasy. Instead of a crew of ● Inquisitors Enforcers and spies. You are highly
scoundrels, you play a party of adventurers. Scores trained operatives. You might be spies for a
become adventures. The heat and wanted mechanic is noble family, Eyes for the Coven of Crones, or
combined with Rep and Tiers, and entanglements are Justicars for the Church of Iustitia the Arbiter.
replaced with a Larger than Life mechanic. The Special ● Collectors Scholars, archaeologists, and thrill
Armor mechanic has been tweaked. A new travel seekers on the hunt for arcane knowledge and
engagement option has been added and Vice is artifacts. You might be self-sufficient or have a
replaced with Ego. mysterious patron.
● Protectors Private investigators, detectives,
PLAYING A SESSION monster hunters, and bleeding-hearts. You
During a session, the party works together to choose an serve the greater good by confronting the evils
adventure to undertake and then jumps into the action. of the world.
After the adventure, the party has downtime during ● Agitators R abble-rousers and revolutionaries.
which they can recover and undertake a variety of You seek to upset the status quo and free the
projects. When downtime is complete, the players look oppressed from the tyranny of governments,
for, or create, a new opportunity for adventure. the wealthy, or those who use the supernatural
to control the populace.
THE SETTING ● Saviors Zealots, priests and holy warriors. You
The characters have come to the conquered city of seek to bring glory to yourself through
Salvare looking for fame and glory. The holy city of dedication to the deity, devil, or supernatural
Salvare is a center for trade between the north, south being that you serve.
and east. It sits in the middle of the Brokenlands, a
wilderness dotted with ruins of an ancient arcane CORE SYSTEMS
empire. The Core Systems described in Blades in the Dark (pages
6-50) are unchanged, with these exceptions.
THE PLAYERS 1. Special Armor is tweaked.
Each player creates a character and works with the 2. Vice is replaced with Ego.
other players to create the party to which their 3. A party can be developed with 10 Rep instead
characters belong. Each player strives to bring their of 12. Heat and Wanted is replaced with Rep.
character to life as an interesting, daring adventurer 4. Claims and Turf are changed.
who reaches boldly beyond their current safety and 5. A new Travel E ngagement option is added. See
the Adventure section.
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MECHANICS
If you overindulge in camp, the effect may be deferred
Special Armor to the next time you visit a city.
Special Armor is expanded in Blades in the Borderlands
to enable racial traits and epic heros. Whenever a ● Attract Trouble. Your exploits have irritated a
player rolls a critical, they gain one additional use of group or individual and they will seek to
their character’s Special Armor. A character may never undermine you.
have more than 3 uses of special armor available at any ● Bragging about your exploits starts to annoy
time. people. -1 Rep
● Obsessed. Your character vanishes for a few
Stress and Ego (Vice) weeks. Play a different character until this one
In BitD, Vice represents a coping mechanism for returns from their obsession. When your
desperate characters. In high fantasy, characters are character returns, they’ve also healed any harm
more heroic and optimistic. Heroic characters have an they had.
ego connected to their strongest attribute. Ego ● Exhausted. You engaged your ego instead of
manifests as a character’s desire to be viewed as the resting during camp. Either take a level 1 harm
smartest, strongest, fastest, or most popular person in or your first action of the day is made from a
the room. Indulging your ego allows you to remove desperate position.
stress, but does carry some risk. ● Tapped. Your go-to places are sick of you. Start
a long-term project to rebuild these
Indulge your Ego. relationships. You can’t indulge your ego until
When you indulge your ego, you clear some stress from this is completed (Can only taken in a city).
your character’s stress track. Say how your character
indulges their ego. This takes time, so it can only be HEAT, WANTED, REP, TIERS & ENTANGLEMENTS
done when the crew has downtime or in camp. If in a The tone of high fantasy is optimistic and heroic. The
city, you are usually able to directly engage in your ego. mechanics of heat, wanted levels, and entanglements
If you are in camp, you are still able to engage in your are great for games of desperate anti-heros working in
ego by practicing, exercising, writing, etc. the shadows. However, in high fantasy characters
complete heroic actions and become famous as a result.
Make an attribute roll using your character’s lowest To generate this feeling, the Heat and Wanted
attribute rating. Clear stress equal to the highest die mechanics have been eliminated. In its place, Rep and
result. Tier are used to represent a crew’s growing fame.
When Rep is full, characters are not able to gain
Overindulgence additional Rep until they advance their Tier or hold.
If your ego roll clears more stress levels than you had Instead of an entanglement roll, the crew makes a
marked, you overindulge. An ego can be overplayed and Larger than Life roll after an adventure. This is the same
begin to annoy (or worse) the people around you. Rep and T ier that are used for crew advancement.
When you overindulge, you make a bad call because of Claim to Fame
your ego. To bring the effect of this bad decision into Claim to Fame is a new downtime action and crew
the game, select an overindulgence from the list below. mechanic that modifies Claims. Fame also replaces Turf.
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Type: Fighter
Monster Hunter Skirmish Command Arcane Fighter Fine hand weapon (1)
Attune Hunt Fine heavy weapon (2)
Study Arcane or silver weapon
[melee or range ammo] (1)
Manacles & Chain (0)
Weapon Master Skirmish Command Favored Weapon Fine favored weapon (0-2)
Survey Study [could include unarmed]
Finesse Fine camouflage cloak (1)
Spyglass
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Magus Attune Command (Animus) Gift (Animus, Fine tinker tools (1)
(only humans) Study Finesse (Corpus) Corpus, or Fine ritual materials (1)
Tinker Wreck (Materialus) Materialus) Fine staff (1)
Arcane focus (1)
Nagasu (only Attune Study Gift (Diabolus) Fine tinker tools (1)
Esharans) Tinker Prowl Fine ritual materials (1)
Sway A small animal (e.g. cat) or bird
(e.g. raven, owl) familiar.
Cohort (Expertise: Hunt)
Puppet (1)
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Type: Polymath
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Type: Rogue
Grifter Consort Finesse Weave the Web Fine clothes and jewelry (0/2)
Sway Study Fine cover identity
Survey Concealed weapon (1)
Bottle of liquor or Fool’s Gold (1)
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Type: Scout
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SPECIAL ABILITIES During downtime, you get two ticks to distribute among
any long term project clocks that involve investigation
Alchemist or learning a new formula or design plan.
When you invent or craft a creation with alchemical
features, you get +1 result level to your roll (a 1-3 Artificer
becomes a 4/5, etc.). You begin with one special When you invent or craft a creation, you get +1 result
formula already known. level to your roll (a 1-3 becomes a 4/5, etc.). You begin
with one special design already known.
Follow the Inventing procedure found in the BiTD core
book with the GM to define your first special alchemical Follow the Inventing procedure with the GM in the BiTD
formula. core book to define your first spark-craft design.
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Connected This special ability is good for covering for your team. If
During downtime, you get +1 result level when you they’re all terrible at your favored action, you don’t
acquire an asset or reduce heat. have to worry about suffering a lot of stress when you
lead their group action.
Your array of underworld connections can be leveraged
to loan assets, pressure a vendor to give you a better Favored Weapon
deal, intimidate witnesses, etc. You can use your weapon to defend yourself. Your
weapon acts as light armor. When you unleash physical
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You instill fear in those around you when you get This ability often represents formal training, giving you a
violent. How they react depends on the person. Some way to forensically understand a corpse or scientifically
people will flee from you, some will be impressed, some deconstruct a malady. The bonus to recovery for your
will get violent in return. The GM judges the response of crew only applies if you help treat wounds or injuries at
a given NPC. In addition, when you Command someone any point during the recovery.
who’s affected by fear (from this ability or otherwise),
take +1d to your roll. Infiltrator
You are not affected by quality or Tier when you bypass
Focused security measures.
You may expend your special armor to resist a This ability lets you contend with higher-Tier enemies
consequence of surprise or mental harm (fear, on equal footing. When you’re cracking a safe, picking a
confusion, losing track of someone) or to push yourself lock, or sneaking past elite guards, your effect level is
for ranged combat or tracking. never reduced due to superior Tier or quality level of
your opposition.
When you use this ability, tick the special armor box on
your playbook sheet. If you “resist a consequence” of Are you a renowned safe cracker? Do people tell stories
the appropriate type, you avoid it completely. If you use of how you slipped under the noses of two Chief
this ability to push yourself, you get one of the benefits Inspectors, or are your exceptional talents yet to be
(+1d, +1 effect, act despite severe harm) but you don’t discovered?
take 2 stress. Your special armor is restored at the
beginning of downtime. Iron Will
You are immune to the terror that some supernatural
Foresight entities inflict on sight. When you make a resistance roll
Two times per score you can assist a teammate without with Resolve, take +1d.
paying stress. Describe how you prepared for this.
With this ability, you do not freeze up or flee when
You can narrate an event in the past that helps your confronted by any kind of supernatural entity or strange
teammate now, or you might explain how you expected occult event.
this situation and planned a helpful contingency that
you reveal now. Jack-of-All-Trades
Take 2 stress to roll your best action rating while
Gifted performing a different action. Say how you adapt your
You have the gift of magic. Identify one gift from a skill to this use. If you want to attempt lots of different
sphere. You can take this special ability multiple times sorts of actions and still have a good dice pool to roll,
to take additional gifts from the same sphere. You this is the special ability for you.
cannot select additional gifts from outside of your
sphere.
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Leader this ability to push yourself, you get one of the benefits
When you Command a cohort in combat, they continue (+1d, +1 effect, act despite severe harm) but you don’t
to fight when they would otherwise **break **(they’re take 2 stress. Your special armor is restored at the
not taken out when they suffer level 3 harm). They gain beginning of downtime.
+1 effect and 1 armor.
Mesmerism
This ability makes your cohorts more effective in battle When you Sway someone, you may cause them to
and also allows them to resist harm by using armor. forget that it’s happened until they next interact with
While you lead your cohorts, they won’t stop fighting you.
until they take fatal harm (level 4) or you order them to
cease. What do you do to inspire such bravery in battle? The victim’s memory “glosses over” the missing time, so
it’s not suspicious that they’ve forgotten something.
Like Looking into a Mirror When you next interact with the victim, they remember
You can always tell when someone is lying to you. everything clearly, including the strange effect of this
ability.
This ability works in all situations without restriction. It
is very powerful, but also a bit of a curse. You see Mule
though every lie, even the kind ones. Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
Mastermind This ability is great if you want to wear heavy armor and
You may expend your special armor to protect a pack a heavy weapon without attracting lots of
teammate, or to push yourself when you gather attention. Since your exact gear is determined
information or work on a long-term project. on-the-fly during an operation, having more load also
gives you more options to get creative with when
When you use this ability, tick the special armor box on dealing with problems during a score.
your playbook sheet. If you protect a teammate, this
ability negates or reduces the severity of a consequence Not to be Trifled With
or harm that your teammate is facing. You don’t have to You can push yourself to do one of the following:
be present to use this ability—say how you prepared for perform a feat of physical force that verges on the
this situation in the past. If you use this ability to push superhuman—engage a small gang on equal footing in
yourself, you get one of the benefits (+1d, +1 effect, act close combat.
despite severe harm) but you don’t take 2 stress. Your
special armor is restored at the beginning of downtime. When you push yourself to activate this ability, you still
get one of the normal benefits of pushing yourself (+1d,
Mental Fortitude +1 effect, etc.) in addition to the special ability.
You may expend your special armor to resist a
consequence of fatigue, weakness, or chemical effects, If you perform a feat that verges on the superhuman,
or to push yourself when working with technical skill or you might break a metal weapon with your bare hands,
handling alchemicals. tackle a galloping horse, lift a huge weight, etc. If you
engage a small gang on equal footing, you don’t suffer
When you use this ability, tick the special armor box on reduced effect due to scale against a small gang (up to
your playbook sheet. If you “resist a consequence” of six people).
the appropriate type, you avoid it completely. If you use
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Reflexes Shadow
When there’s a question about who acts first, the You may expend your special armor to resist a
answer is you. consequence from detection or security measures, or to
push yourself for a feat of athletics or stealth.
This ability gives you the initiative in most situations.
Some specially trained NPCs might also have reflexes, When you use this ability, tick the special armor box on
but otherwise, you’re always the first to act, and can your playbook sheet. If you “resist a consequence” of
interrupt anyone else who tries to beat you to the the appropriate type, you avoid it completely. If you use
punch. This ability usually doesn’t negate the need to this ability to push yourself, you get one of the benefits
make an action roll that you would otherwise have to (+1d, +1 effect, act despite severe harm) but you don’t
make, but it may improve your position or effect. take 2 stress. Your special armor is restored at the
beginning of downtime.
Ritual
You know the arcane methods to perform ritual sorcery. Sharpshooter
You can Study an occult ritual (or create a new one) to You can push yourself to do one of the following: make
summon a supernatural effect or being. You begin with a ranged attack at extreme distance beyond what’s
one ritual already learned. normal for the weapon—unleash a barrage of rapid fire
to suppress the enemy.
Without this special ability, the study and practice of
rituals leaves you utterly vulnerable to the powers you When you push yourself to activate this ability, you still
supplicate. Such endeavors are not recommended. get one of the normal benefits of pushing yourself (+1d,
+1 effect, etc.) in addition to the special ability.
Saboteur
When you Wreck, your work is much quieter than it The first use of this ability allows you to attempt
should be and the damage is very well-hidden from long-range sniper shots that would otherwise be
casual inspection. impossible with typical rudimentary ranged weapons.
The second use allows you to keep up a steady rate of
You can drill holes in things, melt stuff with acid, even fire in a battle (enough to “suppress” a small gang up to
use a muffled explosive, and it will all be very quiet and six people), rather than stopping for a slow reload or
extremely hard to notice. discarding a weapon after each shot. When an enemy is
suppressed, they’re reluctant to maneuver or attack
Scout (usually calling for a fortune roll to see if they can
When you gather information to discover the location manage it).
of a target, you get +1 effect. When you hide in a
prepared position or use camouflage you get +1d to Subterfuge
rolls to avoid detection. You may expend your special armor to resist a
consequence from suspicion or persuasion, or to push
A “target” can be a person, a destination, a good yourself for subterfuge.
ambush spot, an item, etc.
When you use this ability, tick the special armor box on
your playbook sheet. If you “resist a consequence” of
the appropriate type, you avoid it completely. If you use
this ability to push yourself, you get one of the benefits
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(+1d, +1 effect, act despite severe harm) but you don’t to define, it need not exclusively mean romantic
take 2 stress. Your special armor is restored at the intimacy.
beginning of downtime.
Vigorous
Survivor You recover from harm faster. Permanently fill in one of
You are toughness and perseverance has been your healing clock segments. Take +1d to healing
strengthened through experiences in the wilds. You get treatment rolls.
+1 stress box. A PC may have a maximum of 12 stress
boxes. Your healing clock becomes a 3-clock, and you get a
bonus die when you recover.
Strange Methods
When you invent or craft a creation with arcane Ward
features, get +1 result level to your roll (a 1-3 becomes You may expend your special armor to resist a
a 4/5, etc.). You begin with one arcane design already supernatural consequence, or to push yourself when
known. Follow the Inventing procedure in the BitD core you contend with or employ arcane forces.
book with the GM to define your first arcane design.
When you use this ability, tick the special armor box on
Tough as Nails your playbook sheet. If you resist a consequence, this
Penalties from harm are one level less severe (though ability negates or reduces its severity. If you use this
level 4 harm is still fatal). ability to push yourself, you get one of the benefits
(+1d, +1 effect, act despite severe harm) but you don’t
With this ability, level 3 harm doesn’t incapacitate you; take 2 stress. Your special armor is restored at the
instead you take -1d to your rolls (as if it were level 2 beginning of downtime.
harm). Level 2 harm affects you as if it were level 1 (less
effect). Level 1 harm has no effect on you (but you still Weaving the web
write it on your sheet, and must recover to heal it). You gain +1d to Consort when you gather information
Record the harm at its original level—for healing on a target for a score. You get +1d to the engagement
purposes, the original harm level applies. roll for that operation.
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roll. For +2 stress, you can attempt to expel a ● Temptation: You get a +1d vs. a target when
toxin from someone else’s body. you know their hidden desire, vice, or drive. Any
● Strange Methods: When you invent or craft a action against the target can get the bonus.
creation with arcane features, take +1 result ● Binding Contract. When you shake on a deal or
level to your roll. The creation must be draft one in writing, you and your partner -
somehow connected to the workings of a living human or otherwise - both bear a mark of your
body. You begin with one arcane design already oath. If either breaks the contract, they take a
known. level 3 harm, “Cursed.”
● Armor: You can use your special armor to
thicken your skin and resist harm caused by a Materialus
physical object. ● Create Homunculus: You can use attune to
create an animated servant out of clay, wood,
Diabolus scrap metal and other debris. The homonculus
● True Name: You can Attune to summon and can perform simple tasks and can assist
control a lesser demon. The demon will obey (additional +1d) crafting or ritual activities
commands that you give it. The demon will also during downtime.
assist (+1) to gather information or during ● Fabricate: You can magically transform
downtime activities involving crating or rituals. materials into a useful item. Add +2 to your
● Fly: Demonic wings erupt from your back.
load capacity.
Spend +2 stress to fly a short distance. Spend an
● Warp Material: You can make superficial
additional +2 stress to fly for a few minutes.
changes to an inanimate object, like small
● O Curse: You can use attune to curse an
changes in texture or color that last for up to an
individual that you can see. After one hour, the
hour. You can also use Attune or Wreck to
consequences of the effect are reduced to an
manipulate inanimate objects to grasp or trip an
irritation with no mechanical effect. When you
opponent or to destroy an object (+1d Wreck).
take this ability, select one curse. Example
● Ritual: You can Study an occult ritual (or create
curses: muscle cramping (-1d to prowess
a new one) to summon a supernatural effect or
actions), confusion (-1d to resolve actions),
animate a construct (e.g. a golem). You know
distraction (-1d to insight actions), pain (harm),
the arcane methods to perform ritual sorcery.
bad smell or boils (-1 to consort or sway), etc.
You begin with one ritual already learned.
You can create additional curses as a long-term
● Strange Methods: When you invent or craft a
project (6-tick clock). You can take this ability a
creation with arcane features, take +1 result
second time to increase the duration of the
level to your roll. You begin with one arcane
consequence to 24 hours and the lasting
design already known.
irritation to a week. You can take one trauma to
● Telekinesis. You can use Attune to compel an
make the consequence permanent.
inanimate object to move. This can also be
● Puppet: You can create a puppet from any living
used as a ranged attack to throw an object. You
material from an individual person or creature.
can take this ability a second time to cause a
You know the general direction to that
large object to move (+1 effect).
individual and can use your curse ability to act
● Manipulate Clothing: You can expend your
at a distance once per day to cause an effect of
special armor to resist harm from a physical
your choice. A failed roll on the curse destroys
attack by hardening your clothing. You can
the puppet.
push yourself to change the coloring and
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texture of your clothing to match your demons. Once you’ve consorted with one, you
surroundings, during actions involving stealth. get +1d to command cultists who worship it.
● Shadow Form: At will, your form darkens and
Oraculus becomes insubstantial. You gain +1d to any hide
● Fortune Telling: Two times per score you can actions.
assist a teammate without paying stress. In a ● Life Drain: You can use Attune to attack the life
brief Flashback, explain how you read the future source of any living creature.
to prepare your teammate for this action. ● Ritual: You can Study an occult ritual (or create
● Scan: You can Attune to inanimate objects to a new one) to summon a supernatural effect or
gather information about recent activities an being. You know the arcane methods to
area. perform ritual sorcery. You begin with one ritual
● Scry: You can use your Crystal Ball or other already known.
scrying device to push yourself to gather ● Aware: You are always aware of undead entities
information about an individual or area that you in your presence. In addition, you can expend
are familiar with. your special armor to resist a supernatural
● Go First: Whenever there is a question about consequence.
who goes first, it is you.
● Prepared: You can take +1 stres to reroll one die
on a group action (+1 for each die). Tellus (Nature)
● Ghost Mind: You’re always aware of ● Shapechange: Select one land animal form that
supernatural beings in your vicinity. Take +1d fits your nature. You can change into this
when gathering information about the animal at will. Your clothing and gear are also
supernatural. transformed. While in this form, you have the
● Ritual: You can Study an occult ritual (or create option of trading your highest attribute with a
a new one) to summon a supernatural effect or Prowess attribute appropriate for your animal
being. You know the arcane methods to form. You can take this ability multiple times to
perform ritual sorcery. You begin with one ritual select additional land, flying or swimming
already known. animal forms.
● Sixth Sense. You can expend your Special Armor ● Compel Spirit: You can Attune to a nature spirit
to resist consequences from being surprised or that will obey commands you give it. The spirit
you can Push Yourself to resist an attack. will also assist (+1d) to gather information or
during downtime activities involving crafting or
Spiritus rituals.
● Medium: You can Consort or Sway with the ● Binding: You can use attune to bind natural
spirit of the recently dead to gain information. non-living natural materials together for a short
● Compel Dead: You can Attune to a corpse or time. For example, you can secure a door,
skeleton to create an undead minion that will adhere two objects, or hold an opponent’s
obey simple commands you give it. boots to the ground. Spend +2 stress to
● Descensum: Your spirit can enter the increase the duration or strength of the binding.
underworld to gain +1d to gather information ● Tempest: You can push yourself to do one of
that may be available in the realm of the dead. the following: unleash a stroke of lightning as a
● Occultist: You know the secret ways to Consort weapon (use attune for the attack) or summon
with ancient powers, forgotten gods, or a storm in your immediate vicinity (torrential
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BACKGROUND & RACE stress if you act against that code. It is possible for a
human to change to this race after character creation.
Background
Select a background for your character. Example Create a characteristic and racial trait that matches your
backgrounds: patron. The trait should allow a character to use
● Academic: Scholar, teacher, student, Special Armor to push yourself to perform a
philosopher, priest, etc. supernatural act from a specific list of actions and/or a
● Labor: Servant, worker, teamster, dockworker, supernatural effect related to an attack, protection or
sailor, farmer, hunter / trapper, etc. other action.
● Law: City watch, prison guard, arbiter, etc.
● Trade: Shopkeeper, merchant, skilled Example 1: Chosen of Ixtliton, the Aztec god of
crafts-person, etc. medicine
● Military: Soldier, mercenary, spy, trainer, etc.
● Noble: A dilettante, scion, member of court, The Chosen of Ixtilton can use attune to stabilize the
etc. dying and grants +1d to the crew’s healing rolls during
● Underworld: Street urchin, beggar, gang downtime. The Chosen of Ixtilton tends to the
member, thug, outcast, etc. wounded, both friends and foe, and is loathe to bring
harm to an innocent. Acting against this code costs 2
Race stress.
The world is populated by a variety of races that have
unique abilities, strengths and weaknesses. Characters Racial Trait: Use your special armor to make an
now have a benefit, drawback and a racial trait in attune roll to heal an individual or spare
addition to the special abilities granted from a someone that has taken. This can be done
playbook. outside of a downtime action and the effect is
instantaneous.
The available races include human, chosen, Fey
(shadow, trickster, elves, twisted, wizened), and Example 2: Chosen of Kuebiko, the Japanese god of
shapechangers. At the GMs option, undead types may knowledge.
also be available.
The Chosen of Kuebiko has photographic memory. The
Human Chosen of Kuebiko is driven by the pursuit of knowledge
Humans are versatile, resilient and adaptable. Select and abhors the destruction of knowledge in any form.
from ONE of the racial traits below. Acting against this code costs 2 stress.
Racial Trait: Humans are adaptable. Select a Racial Trait: You can use your special armor to
second Special Ability at character creation. add one downtime and push yourself to
conduct research on a long term project. Or,
Chosen you can use your special armor to use your
You are chosen for greatness by a god, fey king or knowledge to assist another crew member
queen, infernal duke, or other power. Identify a code without paying stress or to push yourself while
that defines the ethos of your patron power. Take +2 gathering information, using study or
conducting a set-up that involves knowledge.
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Example 3: Chosen of Bacchus, Roman god of wine, Your honor is your most important virtue. Take +2
theatre, and ritual madness. stress if you break your word or lie. Note: You can be
deceitful through omission or misdirection, but it is not
The Chosen of Bacchus is a party animal and smooth honorable to tell an outright lie.
talker. Take +1d to gather information in taverns,
parties or other festivities. You seek the fun in life and Racial Trait: You can use your special armor to
are a man (or woman) of action. Take +2 stress if you push yourself to perform one of the following:
act against this code. an unnatural feat of grace (Sway or Consort), a
supernatural act of dexterity, or a ranged
Racial Trait: You can use your special armor to attack.
incite a reckless madness, to add +1d to attacks
or vandalism conducted by a cohort or to assist Twisted (e.g. fomorians, orc, troll, giant-kin)
a party member’s attack. You can expand the Catch: You take -1d on study and consort rolls with
madness to additional cohorts or party other races (if this brings you below zero, roll 3d and
members by taking +1 stress each. In addition, take the lowest). However, you feed off of others’ fear.
you can push yourself to perform a feat of On a critical success to intimidate (Command) or on an
extraordinary acting, dexterity, or to poison attack, remove 1 stress.
someone’s alcoholic beverage.
Racial Trait: You can use your special armor to
Fey push yourself to perform one of the following:
All Fey can see in total darkness. In an urban fantasy a feat of superhuman strength, a brutal attack,
setting, the Fey also have glamour, the ability to mask or to engage a small gang on equal footing.
their features to appear more human-like.
Wizened ( e.g. dwarf, hobbit, gnome)
Shadow (e.g. Nagas, rakshasa, shades and yara) Catch: You may face inconveniences due to your short
Drawback:You are not able to use your racial trait stature.
during daylight hours.
Racial Trait: You can use your special armor to
Racial Trait: You can use your special armor to reduce harm by one level OR to gain an extra
push yourself while performing one of the downtime and push yourself for a long term
following: an action related to Hunt, Prowl or project related to crafting.
Sway.
Shapechanger
Trickster (e.g. halfling, goblin, leprechaun, brownie) Pick one animal that you can change in to at will. Your
Catch: You may face inconveniences due to your short clothing and gear are also transformed. While in this
stature. form, you have the option of trading your highest
attribute with a Prowess attribute appropriate for your
Racial Trait: You can use your special armor to animal form. Whenever you take harm from a silver
push yourself too perform one of the following: weapon, take an additional +1 stress.
an action related to stealth, Wreck, or a Finesse
action involving sleight of hand. Racial Trait:You can use your special armor to
push yourself while using the hunt attribute OR
Elves
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to perform a feat of strength or dexterity that long-term project related to rituals or gathering
verges on the superhuman. arcane knowledge or to push yourself to
Undead 1. perform a supernatural act of study or
These are optional races that can be used at character survey or
creation. A player can also choose to add one of these 2. to use attune to utter a curse that either
races if their character suffers fatal harm. In that case, stuns a small group of individuals for one
the character loses characteristics of the previous race action or causes a rotting flesh disease. The
and adds the characteristics of the undead race. disease causes one level of harm each day
until cured through magical means. The
Ghost & Vampire harm can be resisted on a daily basis.
The Ghost and Vampire playbooks from Blades in the
Dark can be used as starting playbooks with one Revenant
exception. The vampire only starts with three “free” A revenant is an animated corpse that has returned to
dots that can be placed in actions chosen by the player. haunt the living. You can see in total darkness and
Vampires also take +2 stress for each hour they spend exude a frightening aura, but can be mistaken for a
outside during daylight hours and Vampire special living being. Your racial trait cannot be used during
abilities can not be used during daylight hours. daylight hours. A revenant must take the vice of eating
human flesh (rancid or fresh) and replace trauma with
In addition to the starting ability listed in the playbook, decay (Smell of death - Leaking bodily fluids - Gaping
ghost and vampire characters may select one additional wounds - Revenge - Furious - Fear of fire).
special ability from the appropriate playbook and one
special ability from a different (non-undead) playbook A Revenant is immortal as long as its body is not
at creation. completely destroyed (e.g. by fire or a woodchipper). If
you take fatal harm, you can push yourself to reanimate
Mummy your corpse after 24 hours. If you do not have enough
A mummy has photographic memory and can use stress available, you must receive an assist from an ally.
attune to mask its undead nature. A mummy takes +2
stress from any harm caused by fire. A mummy must Racial Trait: You can push yourself to perform
take the vice of feeding off of human memories and superhuman feats of strength or dexterity, a
replaces trauma with the ghost’s gloom (Chaotic - savage attack, or to engage a small gang on
Destructive - Furious - Obsessive - Territorial - Savage). equal footing.
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emotion - Anger - idiosyncratic tick - Inopportune question - use your full s urvey and attune
contest - Apathy) actions.
A Skinwalker is immortal as long as it has a prepared You must successfully sway the soul of the
host body to inhabit. If you take fatal harm, you can living body in order to access its personality and
push yourself to reanimate a host body that you have memories to mimic the individual. A success
previously prepared. A host body can be prepared by results in the ability to mimic for a short time.
acquiring a living humanoid and completing a ritual You can spend +2 stress to extend the ability to
(8-tick clock) and paying 3 coin. While in a host body, mimic to 10 minutes.
the skinwalker has full use of insight and resolve
actions, but is limited to a maximum of two dots in any If you use this trait to move from one living
prowess action. The host body is reanimated after 24 body to another, you lose control of the
hours has passed. If you do not have enough stress previous body. Otherwise, your manifested
available, you must receive an assist from an ally. body fades from sight. Your control is
challenged when: arcane powers act against
Racial Trait: You may attune to possess a living you - the body takes harm - the host’s will is
body. When you possess a living body, you driven to desperation. You can end the
subjugate its soul and can do the following: you possession by either taking possession of
can use actions that the living body would be another body or returning your manifested
able to undertake (with a limit of 2 dots) - use body.
your special abilities - use your s way action to
convince the soul of the living body to answer a
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PARTY CREATION
Follow these steps to create your party. General Crew Upgrades
Choose a Party Type. The party type determines the ● Secure Camp: You have appropriate traps and
group’s purpose, their special abilities, and how they alarms to secure your camp or other temporary
advance. You begin at Tier 0, with strong hold and 0 housing. Take this upgrade a second time to add
rep. You start with 2 coin. wards to secure from supernatural threats. Take
● Agitators: Rabble-rousers and revolutionaries. this upgrade a third time to have access to a
● Collectors: Scholars, archaeologists, and thrill luxurious extra-dimensional lair.
seekers. ● Cohort: A cohort is a gang or single expert NPC
● Inquisitors: Enforcers and spies. who works for your party.
● Protectors: Private investigators, detectives, ● Mounts: Each member of your party has a horse
monster hunters, or bleeding-hearts. or donkey that can be ridden or used to carry
● Saviors: Priests, holy warriors, and the devoted. additional load.
● Training: Your party is efficient and dedicated to
Assign crew upgrades. Your crew has two upgrades training in a specific area (Insight, Prowess,
pre-selected. Choose two more. If your crew has a Resolve, Playbook). You earn 2xp instead of 1
cohort, follow the procedures in the BiTD core book to when you train in that track during downtime.
create it. Record the faction status changes due to your ● Mastery: Your party has gained access to
upgrades. master level training. You may advance your
PC’s action ratings to 4. This costs four upgrade
One faction helped you get an upgrade. Take +1 boxes to unlock.
status with them. Or spend 1 coin for +2 status ● Extra-Dimensional Storage: Your party has a
instead. magic chest, backpack, or bag that can increase
your crew’s storage capacity for coin to 8. A
One faction was harmed when you got an second upgrade increases your capacity to 16.
upgrade. Take -2 status with them. Or spend 1 ● Quality: Each upgrade improves the quality
coin for -1 status instead. rating of all the PCs’ items of that type beyond
the quality established by the party’s Tier and
Choose a favorite contact. Mark the one who is a close fine items. You can improve the quality of
friend, a long-time ally, or a partner. Record the faction documents, gear (burglary, climbing), arcane
status changes related to your contact. implements, tools (subterfuge, demolitions,
tinkering) and weapons.
One faction is friendly with your contact. Take +1 status ● Hardened: Each party member gains 1
with them. One faction is unfriendly with your contact additional trauma box. This costs three upgrade
Take -1 status with them. boxes to unlock
● Composed: Each party member gains 1
At your option, increase the intensity of the factions’ additional courage box. This costs three
relationship with your contact and take +2 and -2 upgrade boxes to unlock
status, instead. ● Smooth Talkers: You can quickly become a
regular at a tavern in any city that you visit. You
get +1d to consort and sway rolls on site. (or
special ability?)
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Claims to Fame
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Claims to Fame
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Claims to Fame
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Claims to Fame
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Claims to Fame
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THE ADVENTURE
In Blades in the Brokenlands, parties go on adventures. The process is identical to the rules for scores in the BitD core
book, with the addition of two new engagement plan types and a travel roll. This section also describes actions that can
be taken in camp.
If they leave the dungeon to camp. Add for secure camp, add for stealth, subtract for noise, subtract for fortification or
patrols, subtract for harsh conditions.
Travel Roll
(From location to location, not to an adventure location)
To make a travel roll, start with 1d6. Add +1d if the characters are familiar with the region, have a map, or are using a
guide. Add +1d if the characters have transportation (horses, wagons, etc) that is appropriate for the terrain. Subtract
1d if the party is traveling through hostile terrain. If the result of the roll is a 1-3, a complication occurs. If the roll is a
4-6, no complications occur.
If there is a complication, roll 2d6 and consult the table below. Complications can be resisted. However, you may prefer
to play through the complication.
Travel Complications
1 2 3 4 5 6
1-2 Fae sneaks in Monster or PCs suffer Interrupted Severe storms Pursuing
and steals Bandit attack nightmares and bandits (see weather Justicars
supplies (only (A random PC sleepless nights attacking a below) (see pursuit
have light load takes one level 1 caravan (earn 1 below)
until they can harm) coin & 1 rep)
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spend 2 coin in a
city to
replenish)
3-4 Fog rolls in with Suicide Copse of Unexpectedly Flash flood or Tainted food Fae Tricksters
minor undead Trees (PCs are rough terrain mudslide (see leads to illness throw a party in
(all take two depressed and weather below) (all take one your camp. (You
level 1 harm) take +2 stress) level 1 harm) have a grant
time. Gain +1
Rep.
5-6 Severe Pursuing Dangerous Sandstorm Supplies are You got lost
temperatures assassins / terrain leads to (see weather spoiled (all take (Your journey
(see weather thieves (see a PC injury (a below) level 1 harm - takes longer.
below) pursuit below) random PC hungry, and Roll two
takes one level 2 healing results complications)
harm) are reduced by
one tick)
Pursuit: Make a group hunt or prowl roll. On a 1-3, all characters take 2 level 1 harm. On a 4-5, the characters avoid
their pursuers, but take +2 stress. On a 6, the characters avoid their pursuers.
Weather: Make a group survey or study roll. On a 1-3, all characters take one level 1 harm. On a 4-5, the characters
avoid the brunt of the weather, but take +2 stress. On a 6. The characters find safety.
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DUNGEON CREATION (Jump to example) ● Pick the number of interesting rooms for your
To create a “dungeon” roll or select criteria in each step. dungeon (Default is 4-6).
You can mix, match or change at any time. If you use an ● Roll two dice to place each room on the grid.
option once or twice, cross it out and add a new option ● Determine the type, size for each room.
in its place. ● Pick the entrance and climax rooms.
● Determine the obstacle for the remaining
Step 1: rooms.
● Determine the dungeon type, location, ● Connect the rooms in interesting ways.
inhabitants and two rumors. ● Place the foreshadow event in a room,
● Determine the goal. excluding the climax room.
● Determine the plot twist, dungeon
characteristics, and foreshadow event. Step 3:
● Write descriptive text.
Step 2: ● Finalize Rumors
Set-Up
Type Location Inhabitants Rumors Rumors Rumors
(1-2) (3-4) (5-6)
1 Cave In the City Demons (Lukur) About the type About the False: About the
of treasure original purpose original purpose
or builders
2 Tomb Nearby Village Bandits About one of About potential False: About the
the guardian problems along current
monsters, traps, the way inhabitants
etc.
3 Manor Broken Lands Occultist About the About a dark False: About a
(active / ruin) current secret dark secret
inhabitants
5 Stronghold North Predator About the last False: About False: About a
(active / ruin) Mountains adventurers to problems along curse.
enter the way
6 Dungeon Near the Coast Weird About a secret False: About a False: About the
(active / ruin) room or mysterious type of treasure
passageway guardian
Goal
1 Monster Hunt Monster Hunt Monster Hunt Monster Hunt Monster Hunt Monster Hunt
3 Retrieve an item Retrieve an item Retrieve an item Retrieve an item Retrieve an item Retrieve an item
4 Rescue an NPC Rescue an NPC Rescue an NPC Rescue an NPC Rescue an NPC Rescue an NPC
5 Evict the current Evict the current Evict the current Evict the current Evict the current Evict the current
inhabitants inhabitants inhabitants inhabitants inhabitants inhabitants
(Ruins) (Ruins) (Ruins) (Ruins)
Conditions
Plot Twist Foreshadow Smell Sounds Plants Light
1 Rival Arrives Sounds Dank / Mold Distant bubbling Lichens / moss Well lit
5 PC(s) afflicted with Signs of Incense Footsteps Fungus Waist level mist
a disease, curse, etc habitation
temporarily
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Room Theme
6 Roll Again Infestation Minor Undead Trick (door, trapped Test of Attune
object, portal, etc)
that creates
another obstacle
Cave
Room Size 1-3 = small, 4-5 = large, 6 = gigantic
1 2 2 4 5 6
3-4 Nest (bats, Infested Cavern with Ankle deep mud Geysers Grotto with pool
snakes, chamber multiple niches floor
weird)
5-6 Labyrinthe Ancient Rough walled Ancient sacred Vaulted Web covered
(skill to paintings along vertical shaft markings or chamber chamber
navigate) walls features
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Tombs
Room Size 1-3 = small, 4-5 = large, 6 = gigantic
1 2 3 4 5 6
1-2 Statue Hall Chapel False Tomb Barrow Mound Mausoleum Treasury
3-4 Secret Crypt Sarcophagus Mass Burial Family Reflection Pool Guardian
Catacombs statues or
paintings
5-6 Ossuary Pyre Chamber Plundered Tomb Slave’s Tomb Offering Forbidden
Chamber Chamber
Temple
Room Size 1-3 = small, 4-5 = large, 6 = gigantic
1 2 3 4 5 6
2 Head Priest Relic Room Inner Sanctum Dining Hall Courtyard Servant
Complex Quarters
5 Guest chambers Vestmant Augury Sacrificial Room Reflection Walk Audience Room
Chamber Chamber
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Manor
Room Size 1-3 = small, 4-5 = large, 6 = gigantic
1 2 3 4 5 6
Dungeon
Room Size 1-3 = small, 4-5 = large, 6 = gigantic
1 2 3 4 5 6
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Stronghold
Room Size 1-3 = small, 4-5 = large, 6 = gigantic
1 2 3 4 5 6
3 Lord’s Bed Stables Guard Tower Sitting Room Escape tunnel Chapel
Chamber
Natural Hazards
Room Size 1-3 = small, 4-5 = large, 6 = gigantic
1 2 3 4 5 6
1-3 Sheer cliff face Entrance behind Precarious ledge Entrance is a Entrance is at Sinkhole
a waterfall in front of deep, the bottom of a
entrance smooth-sided lake or pool.
shaft
4-6 Brambles Bad Air Steam Geysers Treacherous Fast-moving Collapsing crust
Hillside river over a hot
spring.
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Traps
1-3 Risky, 4-5 Desperate, 6 Controlled
Trigger: 1 pressure plate, 2 door, 3 object, 4 tripwire, 5 treasure, 6 glyph / symbol
1 2 3 4 5 6
1 Hundreds of Pit drops to den Stone block Illusionary floor Magic ray Swinging scythe
metal spheres of vipers. drops from or bridge over a (individual).
roll / fall, ceiling. large drop.
alerting
monsters
2 Pressure plate Floor falls to a Hole in floor Illusionary fire Magic blast Rolling boulder
clicks, deep pit. with barbed or acid pit on (area) trap
mechanisms foot spikes. floor, not
screech, but the trapped.
trap is broken.
3 A skeleton Stairs or ledge Beartrap-like Fire or acid jets Paralysis Slowly crushing
marks an collapses device in floor (area) walls
already tripped or recessed
trap. door handle.
4 Pit trap Poison dart Waist height Acid sprays from Miniaturize for Cage falls from
(individual) blades holes in the one hour ceiling and
(individual or ceiling alerts monsters.
area)
5 Spiked pit trap Swarm of poison Gravity inverts, Sleep gas cloud Animating Stairs turn into a
darts (area) fall to spiked statue / symbol slide into pool
ceiling. or spikes.
6 Pit trap into Poisonous Skeleton holding Stinking gas Summon Room fills with
brackish pool. snakes drop a jewel explodes cloud demon. water, piranhas
from ceiling. into a shard of released.
bones when
touched.
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DUNGEON GRID
1 2 3 4 5 6
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EXAMPLE DUNGEON (CAVERN) ● Roll 4-5: The trap is sprung, but an action with
a risky position can allow characters to get
STEP ONE through.
1 = cave ● Roll 6: The characters notice the tripwire and
can attempt to disarm or avoid.
2 = Nearby Village
.
Rumor: 5,2 = False: About Current Inhabitants
If the trap is sprung, the section of the tunnel floor
Rumor: 2,1 = About one of the guardian monsters, collapses and begins filling with loose sand. At the
traps, etc. same time, swarms of red-legged bulbous spiders
Inhabitants, 6 Weird (2 = Fae) swarm the characters. The spiders are poisonous, bites
Plot Twist, 2 = treasure isn’t what was expected or a cause severe pain. Infected characters begin suffering
bonus provided. from necrosis (dying flesh) near the spider bites. This
Goal: Monster Hunt can be fatal if not treated. Escape is a risky proposition!
Foreshadow: room 3, marks
Light, 5 = waist-level mist Room 2
Smell 5 =Incense Size = small
Sounds 2 = whispered voices Map 5,5
Plants = Thorny Vines Chamber infested with (4) bats
Obstacle Roleplay / Puzzle (Test of Attune)
Step Two
This small chamber has a distinct sulfur smell, the floor
Entrance (Room 1) is slick with bat guano. Faint rustling comes from the
Map: 3,2 myriad of cracks in the ceiling. Any disturbances in this
Size = small area will startle the thousands of bats roosting in the
2 = Trap (6,6 Room fills with water, piranhas released) ceiling. A body lies in the middle of the room, on closer
4 = desperate, 4 = tripwire inspection, it is only the upper torso and head of the
Room = 5,1 Labyrinth body. The lower torso and legs have been dragged to a
secluded niche in the cavern and appears to have been
The entrance to the cavern is a small, natural cave in a feasted on by a large creature.
hillside along the shore of a small lake about a half-day’s
hike from the small village of Tirat. The entrance is Close inspection of the body reveals a small tattoo on
shrouded by heavy thorned vines. The entryway leads the wrist of a moon encircled with brambles, the sign
to a labyrinth of interconnected tunnels. A check that this fool was an agent of the Crones. If a character
(perhaps survey or study) will be needed to navigate has the ability to speak with the departed soul, or view
the labyrinth to either Room 2 or 4. The position is
the final moments of its life, they learn that the agent
determined by the engagement roll. The tunnels have a
was seeking the codex of the bloody tear, but was
faint smell of burned incense. Occasionally, you hear
soft whispered voices, too low to make out individual attacked by a shadowy, multi-limbed creature.
words.
The exits to this room lead to the Entrance, Room 3 and
At one point, the characters cross a trapped section of Room 4. You still hear the whispered voices. As
tunnel, triggered by a tripwire. The following happens characters get closer to room 3, the whispered voices
based on the results of the previous navigation roll. become more distinct, pleading for mercy and salvation.
● Roll 1-3: The trap is sprung and the characters
have to find a way to get through.
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Room 3 covers about half of the room. The water is at least 20’
Map 4,6 deep and is fairly clean. This room exits to the entrance
Size = large and room 2. Crude drawings of a simple throne room in
Rough walled vertical shaft a painted chamber can be found on one wall near the
Obstacle: Creature pool. You still hear the whispered voices.
The tunnel opens onto a ledge surrounding a large Note: I chose to foreshadow the cave art in the final
vertical shaft. The whispered voices surround you, room since the creature was foreshadowed by the “test
pleading for mercy. A precariously narrow pathway of attune” in room 2.
spirals downward into the depths. The pervasive smell
of incense is stronger in this chamber. Room 5 Climax
Map 5,6
As the character descend, a faint clicking noise can be Size = large
heard from below. As the ledge above fades from view, Ancient Paintings along wall
the party is attacked by an abomination clinging to the Fae - deformed spider (originally a fomorian). (Also in
walls. This abomination has the body of a spider, but room 3).
the head of a twisted human woman. The enlarged egg
sack is writhing with pressing faces of the abominations This large, irregularly shaped cavern is obviously the lair
victims. Start an 8-tick clock. The abomination shows of the abomination. Debris from previous victims is
obvious intelligence and may try to retreat to Room 5 or scattered across the floor. If collected, the characters
flee. If killed, the egg sack continues to writhe for a can find approximately 2 coin worth of valuables. A
while before coming to rest. If split open, only gore stained altar with smoldering incense stands on one
spills out. side of the room. On the other wall sits a stone throne,
carved with images of ancient weapons. Although
Note: My initial roll had a “fae” as the inhabitant. I was muted from age, the walls of the cavern are painted
going to use a fomorian. However, when I rolled this with beautiful, but sinister, murals depicting dark
room, I decided to switch to some sort of a spider skinned warriors worshiping a giant figure holding a red
abomination. I also decided to move the foreshadowing gemstone in his upraised palms. The mountains painted
event to room 4 since that room was a bit light. behind the warriors seems hauntingly familiar, but you
can’t place them.
Room 4
Map 1,5 Rumors
Size = small
Obstacle: None ● Rumor #1: The cavern is the lair of a wicked
Grotto w/ pool necromancer (false)
Foreshadow (2=marks) ● Rumor #2: The cavern is a labyrinth of trap
filled tunnels (true)
This small room is damp, with rivulets of water dripping
down the walls. An irregular shaped pool of water
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MAGIC ITEMS
Magic items add unpredictability and excitement to the
game. Two types of magic items are provided. Magical To create a magical relic, start by rolling 3d6 and
Gewgaws are limited use items that are relatively references the Uses, Types and Personalities table. The
common and can be crafted by anyone with magical first roll determines the item type. The second roll
talent. Relics are permanent magical items that are determines if the relic is sentient. The third roll
exceedingly rare, often unique, and can only be crafted determines the number of effects. If the item is
by those with exceptional magical talent. sentient, roll an additional d6 to determine the
personality. If the item has a drawback, roll an
To create a magical gewgaw, start by rolling 2d6 and additional d6 to determine the drawback. Next, roll 2d6
reference the Uses, Types and Personalities t able. The and consult the Effects table. If necessary, roll 2d6 to
first roll determines the number of uses that the item determine the second effect.
has. The second roll determines the type of item. It is
incredibly rare for a gewgaw to be sentient. Next, roll
2d6 and reference the Effects table.
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motives
Effects
Roll 1 2 3 4 5 6
2 Special Armor Invisibility (for a Item turns into Study Wreck Resistance
few minutes per an animal for an (Determine +1d (Determine +1d
use) hour. or +1 effect) or +1 effect)
4 Storage (extra Anchor (sticks User can create Tinker Command Jump a long
load) to anything, can an illusion that (Determine +1d (Determine +1d distance.
attach a rope) tricks two or +1 effect) or +1 effect)
senses and lasts
for ten minutes.
5 Flash and Clairvoyance Item can shatter Finesse Consort Fly for a few
smoke, but no (telepathy or one inanimate (Determine +1d (Determine +1d minutes.
effect ESP, lasts for a object (3 cubic or +1 effect) or +1 effect)
few minutes) feet).
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DOWNTIME
After payoff and Rep are determined, the GM generates a “Larger than Life” event for the crew using the lists below.
Find the column that matches the crew’s current Rep Level. Then roll a number of dice equal to their Tier and use the
result of the roll to select which sort of event manifests. If Rep Level is zero, roll two dice and keep the lowest result. If a
critical is rolled, use the event for a roll of “6” and the crew gains +2 Rep. The GM should keep this roll secret until it
happens. The timing of the event should fit the fiction.
1-3 Fans -1d to any stealth or 1-3 Irritation (-1 to a faction that 1-3 Jealousy (a jealous faction
deception roll. This effect is irritated about your rise) tries to take one of your
ends after the engagement claims to fame)
roll for the next score.
4/5 Someone in the local 4/5 Cooperation - A faction that 4/5 The characters are famous.
populace has a problem that you have a neutral or positive The populous showers them
needs to be solved. One asks a favor. (+1 to faction, with gifts, free food, and
character can use a +1 rep if completed, -1 to beverage. Each character
downtime to solve, gaining each if ignored) Either lose should make a fortune roll. If
the crew +1 rep and +1 coin one downtime per character a 1-3 is rolled, the character is
(scrounged from their OR complete an adventure to having too much fun and
meager earnings.) If the accomplish the favor. loses one downtime action.
character refuses the coin, The crew gains +2 coin.
they gain an additional +1
rep. Lose 1 rep if ignored. Any character that willingly
gives up a downtime (not
from the fortune roll) can also
gain +2 additional coin.
6 You gain +1 favor with a 6 Cooperation - You can call in a 6 Boon - a powerful figure asks
neutral or positive faction. favor from any one faction for assistance and offers a
that has a positive view of suitable award (+2 to faction,
you. If the ask is particularly or -2 to faction & -4 rep if
complicated or dangerous, ignored).
the faction may request
payment. (acquire a major
asset, help with a long term
project or adventure).
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THE BROKENLANDS
A few decades ago, Sirena, the mother of Princep
An age ago, the region now called the Brokenlands was Calarook of the Rehlin Federation took a pilgrimage to
the heart of the Esharra Empire. A vast nation forged the Brokenlands and had a vision in Alu Sebet Dayanni
by strength of arms and, more importantly, strength of of the exact location of the sacrifice of Rimanis the
sorcery. The Esharra built magnificent cities on the back Arbiter, patron god of the Rehlin. Upon her return,
of demons enslaved by the empire’s Nagasu (sorcerers). Princep Calarook sent his army, under the command of
Of these, the holy city of Alu Sebet Dayanni (City of his son Pilan, to claim the city. The Rehlin Federation
Seven Hills) and Alu Kaspum (City of Silver) were the quickly conquered the port city of Alu Sippar (the City of
most grand. Birds), establishing East Hold. After a short seige, Pilan
massacred the defenders of Alu Sebet Dayanni, claiming
Like many empires, Esharra began to decay from within. the renamed city of Steadfast for his grandmother. In
Petty jealousies amongst the noble houses eventually response, the Orun Empire invaded the northern port of
erupted into conflict. The demon slaves were turned Alu Migan (City of Ships). The nations entered into a
into fearsome soldiers to fight a bloody civil war, trade agreement to avoid more conflict.
climaxing in the “Dark Night” The names of the Nagasu
responsible for unleashing the horde of demons have Today, the city of Steadfast has become an important
been lost to history, but the devastation still mars the trading center between the west and the east. The
region. The horde swelled and crashed against the Rehlin Federation is slowly rebuilding the city to its
walls of Alu Sebet Dayanni, threatening to drown the former glory. Some of the Eshara have converted to the
remains of Esharra’s heartland in darkness. The city religion of the Rehlin and have been granted basic rights
fought valiantly but seemed doomed, until Rimanis of citizenship. However, many Eshara have not
sacrificed himself in a magnificent ritual. With his death, converted and remain an oppressed people on the
the High Priest of Malku the Guardian God restored outskirts of Steadfast and in poor villages throughout
order and banished the demons - the Lukur - to the the region. A few Eshara hide among the others,
deepest reaches of the world. Shattered, the remaining seeking to push the invaders out of their lands.
Esharra desperately clung to life as nomads and
scavengers in the hostile Brokenlands. With savage clans of Twisted Fae in the mountains to
the south, Eshara rebels in the foothills, Shadow Fae
As the years passed, the Esharra began to rebuild - hiding in the darkness, and the treacherous Kibrat
organizing into small villages and eventually returning (ghost flats) to the east, the Brokenlands remain a
to Alu Sebet Dayanni. They co-existed with the Fae of dangerous place. However, the lure of ancient Eshara
the Kodorie to the north and the Dwarves of the Kur ruins sounds a clarion call to adventurers seeking fame
Perillu (Iron Mountains) to the south. Their importance and fortune. Yet, the Lukur, - the enemy - banished to
as a trade route between the Rehlin Federation to the the deepest reaches of the ruins and caverns of the
southwest, the Orun Empire to the northwest and the Brokenlands for a millennia, stir and yearn for the
Val-Tiva to the east grew. destruction of the light.
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63
point for trade between Steadfast and the rest of the Marus Haaki
western world. East Hold is garrisoned by the Rehlin Marus Haaki, or the Sick Waters, is a giant mineral hot
and under the governorship of Regent Daelon Kane of spring at the edge of the desert wasteland of the Ghost
Steadfast. Fields. The water of the lake reaches nearly to the
boiling point and is toxic to humans and most animals.
Tel Durom The lake is fed by a small river from the north and from
Tel Durom is a small fortified port city of the Kingdom of underground springs. The calcified edges around the
Dag Thokul. It serves as the trade center between Dag lake can be treacherously slick and deceptively thin in
Thokul and the western world. some areas. On occasion, a steam geyser will burst
through the calcified crust, throwing water dozens of
Ibudo feet into the air.
Ibudo, formerly Alu Magan - the City of Ships, was
recently conquered by the Orun Empire. It is occupied Dalhu Marghidda
by a strong garrison of Orunian troops led by Tanim The wide and slow moving Dalhu Marghidda, the
Sahi. Muddy River, runs from Syll Alora in the north to Marus
Haaki in the south. The southern end of the river mixes
Other Villages with hot water from Marus Haaki, cooling the water to
Dozens of small Esharra villages dot the lands north and a temperature safe for humans. This southern portion
west of Steadfast. non-Esharra humans are viewed with of the river is sacred to the Esharra.
suspicion, but Fae are generally well-received. These
villages often survive on farming, hunting, and even Kur Parillu
some crafting and mining in Kur Azag. The villages often Kur Parillu, the Iron Mountains, form a low range of
conduct trade with Steadfast, East Hold, and Ibudo out mountains heading over a hundred miles to the south.
of necessity. However, they would prefer to trade with The dwarves of Dag Thokul mine these mountains for
the Fae of the Korderei and the Dwarves of Dag Thokul. iron, silver, and other metals. A few small dwarven
enclaves can be found scattered through the
Korderei mountains. In addition, clans of orcs, trolls, and other
The vast forests of Korderei are home to Elves, gnomes, twisted Fae call these mountains home.
and wee-folk. These Fae are represented by Queen
Seldana and her King Aywin. Kilbrat
The Kilbrat bore the brunt of the devastation from the
Ka Ankida Dark Night. This barren desert reaches nearly two
Ka Ankida is a small mountain separated from Steadfast hundred miles to the east. The northern edge of the
by the valley, Isten Baba - the First Gate. Translated to Kilbrat is narrower, allowing hardy traders to make their
the “place between heaven and earth,” the mountain is way from the Brokenlands to Val-Tiva in the East.
among the most sacred places to the Eshara. The
mountain is riddled with temple ruins, cemeteries, and The desert has gained the nickname, The Ghost Fields,
ancient catacombs where the former Esharra Empire due to deadly apparitions of festive oasis cities that lure
entered its dead. The Rehlin often refer to the mountain unwary travelers to their death. It is believed that the
as Mount Ascension in honor of their god. ruins of the great Esharra city of Alu Kaspum (The City
of Silver) remain untouched somewhere in the sands.
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Kur Azag
Kur Azag, the Serpent Mountains, wind their way north
to the sea. These mountains are dotted with small
villages of Esharra and burrow towns for Wizened and
trickster fae. A few roving bands of Twisted Fae scour
the remote regions and frequently raid settlements.
Kur Laarsa
The iron-rich clay that composes these inhospitable hills
that stand along the southern border of the Korderei
forest. The most wretched of the Twisted Fae call
these barren hills home.
Syll Alora
Syll Alora is a large, pristine lake that stretches north
towards the Spine Mountains. The lake is jealously
guarded as sacred and life-giving waters by the
Korderei.
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THE PEOPLE
Surname
Esharra Keeling, Wolf, Vixen, Ebonywood, Graves, Willow, Black,
Blackman, Devonshire, Damon, Tenebris, Heliot, Digby,
Castes Killoran, Vigil, Shelley, Trevil, Morelli, Ash, Mock, Craft,
Skinner, Crowe, Barlow, Talbot
Religion
Orun Empire
Names
Religion
Female:
Simti, Ningal, Aya, Abi, Amare, Tabni, Irkalla, Inanna, Names
Siduri, Asharru, Ninki, Ummi, Nakuta, Nura, Aru, Daka,
Taram, Nin, Sabit, Belesa, Taku, Lahamu, Ninshuel, Female:
Shatu, Ibbi Lida, Dela, Delkesh, Asa, Banu, Saphidah, Paniz, Anahita,
Armita, Simbar, Asal, Nyousha, Zar, Asal, Anushe, Pari,
Male: Aryenish, Behfar, Nozari, Variava, Negar, Shahzra,
Majid, Nozar, Omid, Shahin, Mehran, Ditanu, Shu, Awil, Andia, Fariba, Farana
Ishme, Enlil, Dagan, Ahum, Yashub, Yahad, Mesi, Nabi,
Meskala, Nasir, Maru, Kalla, Ashared, Shesh, Beli, Male:
Rimush, Kitun Jelany, Uchi, Akachi, Ikenna, Ardun, Bandar, Behram,
Arsia, Aban, Bardiya, Houman, Arad, Barzin, Rostam,
Surname: Almasi, Mostofi, Mesanni, Shamash, Irrara, Nikrad, Jamyar, Jahangir, Behnan, Jamshid, Armun,
Ditanu, Gudea, Inkishu, Shamash, Enlil, Balum, Behram, Atash, Parviz, Solai, Javeed
Sisuthros, Kudiya, Ellati, Nuna, Meshki, Pisha, Nammu,
Atraharsis, Amnanu, Eana, Nigbau, Batum, Anu, Enana Surname:
Chidee, Yobanna, Behraa, Darbari, Disawala, Sukhlaa,
Rehlin Federation Adajania, Topchi, Jasuboy, Halu, Kajian, Baria, Maatbar,
Lakdi, Limki, Dinyari, Behdin, Jaya, Vazir, Suren, Jagla,
Religion Yegtahi, Aasha, Ukerji, Bode
Names Val-Tiva
Male
Leland, Gaian, Rune, Beck, Zelig, Damek, Alaric, Eiran, Religion
Azriel, Brenain, Cade, Dante, Killian, Nicholas, Adar,
Aindreas, Eliphas, Paxton, Aidan, Dylan, Calder, Rehan, Saer Aevi -> The Waters of Life
Zion, Freeman, Jorah Veor Eldra -> The Eastern Wind, Winds of the Ancestors
Veor Kanna -> The Western Wind, Winds of Exploration
Female: Veor Mattugr -> The Northern Wind, Winds of Strength
Juniper, Theodora, Malise, Agate, Cleo, Ursa, Lavina, Veor Svinnr -> The Southern Wind, Winds of Wisdom
Esmeralda, Cordelia, Artemis, Chantal, Amelie, Fade, Veor Lata -> The Still Wind -> Widow’s Wind of Death
Tatiana, Filix, Haley, Alicia, Gretel, Cliona, Cassia, Azalea,
Sasha, Calla, Scarth, Clover, Names
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Twisted Fae
Clan Names
Clan Grimblade
Clan Stormbringer
Clan Goretooth
Clan Blackfinger
Clan Warbraid
Clan Splitshield
Clan Bonebreaker
Shadow Fae
Male
Emdruth, Dorzagu, Dholruk, Tomlac, Kogmaus,
Thoz’goluun, Harax, Zhaitsita, Seilax,, Virysisha, Shuluth,
Pamixan, Mahrith, Surryd, Surox, Praxnarax, Braxvyn,
Sursahr, Dharrahn, Voxeth, Thalviraz, Dhararis, Nyrlarin,
Wahrvahr, Lareth
Female
Daemira, Mezyra, Tryxvia, Felorin, Shylia, Berinorin,
Qyraith, Nessoth, Kelney, Krynyla, Vesysh, Grynvyra,
Vraja, Idishu, Naja, Zarintora, Risvielle,, Aezera, Elinyss,
Vilinarah, Glysiana, Vhestyse, Kylova, Catyla, Nymvia
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