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CREDITS
Version 1.4

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BLADES IN THE BROKENLANDS


Hack for high fantasy

The Game ● Background and Race


○ Human
Mechanics ○ Chosen
● Special Armor ○ Fey (shadow, elves, tricksters, twisted,
● Stress and Ego (Vice) wizened)
● Rep & Tier / Heat & Wanted ○ Shapechanger
● Claim to Fame ○ Undead (Optional)
● Travel Engagement Option Party Creation
● Crew Upgrades (Camp)
Character Creation ● Claim to Fame
● Archetypes ● Types
○ Fighter (Barbarian, Monk, Monster ○ Agitators
Hunter, Paladin, Veteran, Warlord, ○ Collectors
Weapon Master) ○ Inquisitors
○ Gifted (Druid, Magus, Necromancer, ○ Protectors
Psychic, Negasu) ○ Saviors
○ Polymath (Alchemist, Inventor, The Adventure
Investigator, Scholar) ● Engagement & Travel
○ Rogue (Assassin, Grifter, Mastermind, ● Camp
Swashbuckler, Thief) ● Dungeon Creation
○ Scout (Archer, Beastmaster, Bounty ● Example Dungeon
Hunter, Ranger, Spy) ● Magical Items
● Special Ability Descriptions
● The Gift: Magic in the Brokenlands Downtime
○ Animus (mind) ● Payoff and Larger than Life Roll
○ Corpus (body) ● Healing
○ Materialus (the material world) ● Indulging your Ego
○ Negasu (demons) ● Long-Term Projects
○ Oraculus (psychic) ○ Alchemy
○ Spiritus (spirits) ○ Artificing
○ Tellus (the natural world) The Brokenlands
● History & Region
● The People
● Steadfast
● The Factions

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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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players to avoid complications of misaligned


CHARACTER CREATION contacts.
Character Creation Steps:
1. Select your starting archetype, XP trigger, action Friends / Rivals
ratings, starting special ability and special items.
The 27​ ​archetypes are grouped into five types:
Fighter, The Gifted (magic-users), Polymath, Rogue,
Scout. Each type includes suggestions for an XP 5. Record your name and describe your appearance.
Trigger. Each archetype suggests starting special
abilities and action ratings. The archetype also
includes special items that your character has
access too. Add these traits to your playbook.
Archetype descriptions begin on page 7.

2. Choose your background and race (Human,


Chosen, Shapechanger, Fae).​ Your background
helps to flesh out your character. Your race
provides you with additional abilities and possibly a
drawback. Add these traits to your playbook.
Background and race descriptions begin on page 22.

3. Define your Ego. ​Your ego is connected to your


strongest ​attribute​. For example, a character with
strong ​Insight​ might show this off by giving public
lectures or writing essays. A character with strong
Prowess​ might strut their stuff in gladiatorial
combat or other tests of skill or strength. A
character with strong ​Resolve​ may hobnob with the
well-to-do or engage in acts of piety. Some egos
(e.g. partying like a hero) can be associated with any
attribute. Your ​ego​ is used to reduce stress.

Examples.​ Bosgara is an archer who prides herself


on how quickly she can loose arrows. For her ego,
she challenges others to fast draw archery
competitions. Villyx is an alchemist. His ego is
lecturing, so he reduces his stress by engaging in
public lectures.

4. Select a close friend and a rival. ​Add one of the


contacts below as a trusted friend and another as a
rival. It may be helpful to discuss this with other

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Type: Fighter

You earn xp when you address a challenge with ___ or ___


Pick two: violence, force, patience, decisiveness, threats, tactics

Archetype Expertise (2) Concentration (1) Special Ability Special Items

Barbarian Skirmish Command Not to be trifled Fine hand weapon


Hunt with Fine heavy weapon (2)
Wreck Grisly trophy
Berserker totem

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)

Paladin Skirmish Command Bodyguard Fine hand weapon


(Only Chosen Survey Sway Fine heavy weapon (2)
race) Attune Holy symbol

Veteran Skirmish Command Battleborn Fine hand weapon (1)


Survey Consort Fine heavy weapon (2)
Sway Bottle of whiskey (1)

Warlord Command Study Leader Fine hand weapon (1)


Skirmish Fine heavy weapon (2)
Survey Maps (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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Type: The Gifted

You earn xp when you address a challenge with ___ or ___


Pick two: wisdom, insight, arcane power, knowledge, ferocity, mayhem

Archetype Expertise (2) Concentration (1) Special Ability Special Items

Druid Attune Study Gift (Tellus) Fine ritual materials (1)


Hunt Survey Fine staff (1)
Skirmish A trained pet ​Cohort (Expert:
Hunt)
Tasty animal food (1)

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)

Necromancer Attune Study Gift (Spiritus) Fine death mask (1)


(only humans) Command Fine ritual materials (1)
Consort Spiritbane Charm (0)
Fine sacrificial blade (1)

Psychic Attune Sway Gift (Oraculus) Scrying device (1)


Study Fortune Telling materials (1)
Survey Spiritbane Charm (0)
Concealed weapon (0)

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

You earn xp when you address a challenge with ___ or ___


Pick two: technical skill, knowledge, ingenuity, compassion, calculation, insight

Archetype Expertise (2) Concentration (1) Special Ability Special Items

Alchemist Tinker Attune Alchemist Fine tinkering tools


Study Finesse Blowgun & darts
Survey 2x Bandolier w. 3 uses (1):

Healer Tinker Consort Healing Fine tinkering tools (1)


Study Finesse Healing ointment (1)
Survey Concealed hand weapon (0)

Inventor Tinker Attune Artificer Fine tinkering tools


Study Wreck Gadgets (1+)
Survey Potion or Oils (1):

Investigator Survey Consort Like Looking Into a Fine lockpicks


Hunt Sway Mirror Fine camouflage cloak
Prowl Fine hand weapon
Spyglass

Scholar Tinker Attune Calculating Fine tinkering tools


Study Survey Fine clothes
Consort A bottle of fine liquor
Concealed hand weapon (0)

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Type: Rogue

You earn xp when you address a challenge with ___ or ___


Pick two: deception, influence, charm, audacity, flair, calculation, conspiracy

Archetype Expertise (2) Concentration (1) Special Ability Special Items

Assassin Prowl Finesse Ambush or Fine camouflage cloak (1)


Hunt Venomous Fine lockpicks (0)
Skirmish Fine hand weapon (1)
Potions (1):

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)

Mastermind Command Sway Foresight Fine cover identity


Survey Study Blueprints
Prowl Bottle of liquor
Concealed weapon

Swashbuckler Skirmish Finesse Daredevil Fine clothes and jewelry (0/2)


Consort Sway Fine hand weapon (1)
Survey Bottle of liquor (1)
Fine throwing knives (1)

Thief Prowl Tinker Infiltrator Fine lockpicks (0)


Survey Finesse Fine camouflage cloak (1)
Sway Fine wrecking tools (2)
Fine throwing knives (1)

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Type: Scout

You earn xp when you address a challenge with ___ or ___


Pick two: stealth, evasion, vengeance, planning, deception, wisdom

Archetype Expertise (2) Concentration (1) Special Ability Special Items

Archer Hunt Study Sharpshooter A fine crossbow or bow (2)


Prowl Fine throwing daggers (1)
Survey Spyglass. Collapsible (0)

Beastmaster Hunt Prowl Animal Companion A trained pet ​Cohort (Expert:


Survey Hunt)
Attune Fine crossbow or bow (2)
Tasty animal food (1)

Bounty Hunter Hunt Survey Scout Fine crossbow or bow (2)


Skirmish Consort Fine hand weapon (1)
Prowl Manacles and Chain (0)

Monk Hunt Survey Devil’s Footsteps Fine favored weapon (1-2)


Finesse Prowl Fine fists and feet (0)
Sway Silence potion (0)

Ranger Hunt Attune Survivor Fine crossbow or bow (2)


Prowl Fine trap making tools (1)
Survey Fine camouflage cloak (1)

Spy Sway Consort Cloak & Dagger Fine lockpicks (0)


Prowl Finesse Concealed weapon (1)
Skirmish Fine cover identity (0)
Bandolier w. 3 uses (1)

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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.

A Little Something on the Side Arcane Circle


At the end of each downtime phase, you earn +2 stash. When you ​attune​ to an area with arcane substances, it
becomes anathema or enticing to the supernatural
Since this money comes at the end of downtime, after (your choice).
all downtime actions are resolved, you can’t remove it
from your stash and spend it on extra activities until If you make an area anathema to the supernatural, they
your next downtime phase. will do everything they can to avoid it, and will suffer
torment if forced inside the area. If you make an area
Ambush enticing to spirits, they will seek it out and linger in the
When you attack from hiding or spring a trap, you get area, and will suffer torment if forced to leave. This
+1d to your roll. effect lasts for several days over an area the size of a
This ability benefits from preparation— so don’t forget small room. Particularly powerful or prepared entities
you can do that in a flashback. may roll their quality or arcane magnitude to see how
well they’re able to resist the effect.
Animal Companion
Your companion is an exemplar of its type and is Arcane fighter
incredibly well trained. It gains potency when tracking You may imbue your hands, melee weapons, or tools
or fighting. Select on additional ability:​ stealth, with arcane energy. You gain potency in combat vs. the
empathy, quick.​ Take this ability again to choose an supernatural.
additional ability for your companion.
When you imbue yourself with arcane energy, how do
Your companion functions as an expert cohort. Stealth you do it? What does it look like when the energy
allows the companion to gain ​potency​ in stealth. manifest
Empathy allows the companion and hunter to share
senses and thoughts telepathically. Quick allows the Arcane Mind
companion to move extremely quickly, out-pacing any You’re always aware of supernatural entities in your
other creature or vehicle. See ​BitD ​core book (page 96) presence. Take +1d whenever you gather information
for more details about cohorts. about the supernatural by any means.
Analyst
Battleborn

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You may expend your special armor to reduce harm Daredevil


from an attack in combat or to push yourself during a When you roll a desperate action, you get +1d to your
fight. roll if you also take -1d to any resistance rolls against
consequences from your action.
When you use this ability, tick the special armor box on
your playbook sheet. If you “reduce harm” that means This special ability is a bit of a gamble. The bonus die
the level of harm you’re facing right now is reduced by helps you, but if you suffer consequences, they’ll
one. If you use this ability to push yourself, you get one probably be more costly to resist. But hey, you’re a
of the benefits (+1d, +1 effect, act despite severe harm) daredevil, so no big deal, right?
but you don’t take 2 stress. Your special armor is
restored at the beginning of downtime. Devil’s Footsteps
You can push yourself to do one of the following:
Bodyguard perform a feat of athletics that verges on the
When you protect a teammate, take +1d to your superhuman—maneuver to confuse your enemies so
resistance roll. When you gather info to anticipate they mistakenly attack each other.
possible threats in the current situation, you get +1 When you push yourself to activate this ability, you still
effect. get one of the normal benefits of pushing yourself (+1d,
+1 effect, etc.) if you’re making a roll, in addition to the
The protect teamwork maneuver lets you face a special ability.
consequence for a teammate. If you choose to resist If you perform an athletic feat (running, tumbling,
that consequence, this ability gives you +1d to your balance, climbing, etc.) that verges on the superhuman,
resistance roll. Also, when you read a situation to gather you might climb a sheer surface that lacks good
information about hidden dangers or potential hand-holds, tumble safely out of a three-story fall, leap
attackers, you get +1 effect—which means more a shocking distance, etc.
detailed information.
If you maneuver to confuse your enemies, they attack
Calculating each other for a moment before they realize their
Due to your careful planning, during downtime, you mistake. The GM might make a fortune roll to see how
may give yourself or another crew member +1 badly they harm or interfere with each other.
downtime activity.
Expertise
If you forget to use this ability during downtime, you Choose one of your action ratings. When you lead a
can still activate it during the score and flashback to the group action using that action, you can suffer only 1
previous downtime when the extra activity happened. stress at most, regardless of the number of failed rolls.

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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violence, it’s especially frightening. When you Healing


Command a frightened target, take +1d. You can ​push You may ​Study​ a malady, wounds or corpse, and g​ ather
yourself​ to engage a small group of adversaries on info​ from a crime science. Also, your crew gets +1d to
equal footing. recovery​ rolls.

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.

Trust in Me Your network of underworld connections can always be


You get +1d vs. a target with whom you have an leveraged to gain insight for a job—even when your
intimate relationship. contacts aren’t aware that they’re helping you.

This ability isn’t just for social interactions. Any action


can get the bonus. “Intimate” is for you and the group

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weapon, dance) or to erase the previous 30


The Gift minutes of an individual’s memory.
A rare number of individuals in the world have the ● Astral Projection: You can project your senses
ability to use magic to shape the world around them. A to gain +1d to ​gather information​ or ​push
mage’s abilities allow them to manipulate one of these yourself ​to project your senses through a wall
spheres: or other barrier.
● Mind Blast: You can use ​Attune​ to wreak havoc
● Animus (mind): The ability to manipulate the with another individual’s mind (attack).
mind. ● Ritual: You can ​Study​ an occult ritual (or create
● Corpus (body): The ability to manipulate the a new one) to impact the mind(s) of an
body. individual or small group. You know the arcane
● Diabolus (demons): The ability to summon and methods to perform ritual sorcery. You begin
bind demons and cast curses. with one ritual already learned.
● Materialus (the material world): The ability to ● Perceptive: You can use your ​special armor​ to
manipulate the designed world. resist the consequence of an attempt to ​sway​,
● Oraculus (psychic): You have psychic abilities. intimidate​, or otherwise trick you.
● Spiritus (spirit): The ability to interact and
manipulate with the spirit world. Corpus (Body)
● Tellus (the natural world): The ability to ● Tailor: You can make simple manipulations of
manipulate the natural world and commune your or someone else’s flesh color and texture,
with nature spirits. eye color, and hair color. The effect lasts an
hour. Add +4 stress to make the effect
Animus (Mind) permanent. Take this ability again to be able to
● Telepathy: You can create a telepathic link with attempt to mimic the look of a specific person.
someone that you can see. For +2 stress, you ● Healing: You can ​Attune​ to a human body to
can create a telepathic link with an individual treat wounds or stabilize the dying, allowing
that you know over long distances. This link them to ignore the consequence of one level of
lasts for one hour. harm for about an hour. Everyone in your crew
● Mind Read: You can use ​Attune​ to read the gets ​+1d​ to their healing treatment rolls.
surface thoughts of an individual that you can ● Flexible: You can modify your body to perform
see to determine the emotional state of the feats of inhuman flexibility or, you can get +1
individual. By spending +1 Stress per question, effect level for feats of flexibility within human
you can read the mind of an individual that you possibility.
can see. ● Body Manipulation: You can use ​attune​ to
● Illusion: You can create a simple illusion to trick make an attack that slows heart rate, affects
a single sense that lasts 10 minutes. The illusion breathing, or causes pain. If the resulting
can be approximately 10’ x 10’ in size, or effect damage is lethal, you can determine if it causes
a single small room. You can spend +1 stress to death or just unconsciousness. You can impact
add an additional sensory illusion, increase the additional people for +2 stress each.
scale, or increase the duration. ● Expel Toxin: You can control your blood flow in
● Compel: You can use ​Attune​ to compel a person order to expel a toxin or foreign substance,
to perform a simple function (e.g. run, drop a giving you a +1d to an appropriate resistance

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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 stres​s to fly a short distance. Spend an
● Warp Material: You can make superficial
additional ​+2 stres​s 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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rain, roaring winds, heavy fog, chilling


frost/snow, etc.).
● Ritual: You can ​Study​ an occult ritual (or create
a new one) to summon a supernatural effect or
being. You know the arcane methods to
perform ritual sorcery. You begin with one ritual
already known.
● Strange Methods: When you invent or craft a
creation with ​arcane​ features, take ​+1 result
level​ to your roll. The creation must be
somehow connected to the workings of nature.
You begin with one arcane design already
known.
● Camouflage: You can blend into natural
surroundings by using your ​special armor​ to
resist consequences from detection or security
measures or to ​push yourself​ while using​ Hunt
or ​Prowl​.

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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.

A mummy is immortal as long as its heart remains Skinwalker


intact. It is common for a mummy to store its heart in a A Skinwalker is the soul of an individual that has been
secret location. If you take fatal harm, you can ​push separated from its body. While not in control of a living
yourself​ to reconstitute your body in a location near body, it can manifest as a gaunt and dessicated
your heart. If you do not have enough stress available, humanoid. In this state, ​consort​ rolls are made at -1d. If
you must be ​assisted​ by an ally to reconstitute your this brings a character below zero, reduce the position
body. If you heart is destroyed, you are permanently by one with limited effect instead. In addition, the
destroyed. disembodied skinwalker can not make physical attacks.
A Skinwalker must take the vice of feeding off of
Racial Trait: You can use ​special armor ​to take emotions from a living being and replaces trauma with
an additional ​downtime​ activity to work on a control limitations​ (Distracting memories - Surprising

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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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information rolls which involve “book”


Claim to Fame (Replaces reduce heat) knowledge.

● Followers: You have recruited passionate


A character can use a ​downtime action​ to help the crew
disciples, fans or sympathizers to your cause.
make a claim to fame. Say what your character does to
Each downtime, you decide to earn +1 coin or
increase the fame of the crew, based on your party’s +1 d to acquire an asset.
claim map​, and make an action roll. For example, you
may engage in gladiatorial combat or write poetry ● Charity: You have established a charity to
about the party’s exploits (fame claim), establish a side spread goodwill and serve the less fortunate.
operation, or recruit followers to your cause. Each Each downtime you can spend 1 coin earn +1
claim has a progress clock (usually 8 segments). Mark rep.
segments based on the result of your action roll: 1-3:
● Antiquity Dealer: You get +2 coin in payoff for
one segment, 4 or 5 two segments, 6: three segments, scores that involve ancient or arcane loot.
critical: five segments. Some claims may also be
acquired through adventure. ● Fixer: You get +2 coin in payoff for moving
jewelry, art, or other valuable property.
Claim Descriptions ● Informant Network: You get +1d to gather
information for an adventure.
● Fame: You have taken specific actions to gain
fame or infamy in an area. You require one less ● Side Operation: Your crew runs an operation on
Rep to advance in tier (max 4 fame). the side (e.g. general store, fighting pits, a
tavern, a temple, a brothel, a protection racket).
● Propaganda: You have established or forged During downtime, roll dice equal to your Tier.
excellent relationships with a Broadsheet You earn coin equal to the highest result, with a
enterprise. You are able to spread rumors in the maximum equal to your current rep. In place of
city and can gain +1d for engagement rolls coin, this operation can give you +1 rep per
focused on deception. adventure.

● Trophy: You have gained a reputation for taking


● City Watch: You have either bribed or gained a trophies from each quest. You gain +1 rep for
good relationships with members of the city each adventure where you collect a trophy.
watch. You can ask for small favors, or gain a +1
on gather information rolls. ● Training Camps: Your cohorts of a specific type
get +1 scale.
● Library / Place of Learning: You have either
established a library or have gained access to a
library or other place of learning. You gain +1d
to study during downtime or to gather

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Agitators ● Sympathizers: Gain ​potency​ when ​gathering


Rabble-rousers and revolutionaries. You seek to upset information ​from those that are sympathetic to
the status quo and free the oppressed from the tyranny your cause. You may also learn about an
of governments, the wealthy, or those who use the individual in your target’s organization that is
supernatural to control the populace. sympathetic to your cause.
● In the Shadows: Each crew member can take 1
You ​earn xp​ when you complete an adventure that action rating in either ​Hunt,​ ​Prowl​, or W
​ reck​.
upsets the status quo or opposes an oppressive faction. ● Grizzled: This isn’t your first revolution. Each
crew member gains +1d to ​resistance​ rolls.
Special Abilities ● Patron: When you advance your ​Tier​, it costs
half the coin​ it normally would. Who is your
● Free the Oppressed: When you run a job patron? Why do they help you?
against an oppressive faction, take +1d to the
engagement roll. Unique Upgrades
● Party like it’s the End: When at war, you gain ● Secret Stash: You get 2 free load for carrying
+1d to your ​vice​ roles and can still take two weapons and documents.
downtime​ actions. ● Elite Skulks
● Inspiration: If you leave a distinctive symbol ● Elite Thugs
during a quest, add +1 Heat and mark one crew
rep​.

Claims to Fame

Propaganda Information City Watch


Network

Fame CREW Fame

Side Operation Followers Training Camp

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Collectors ● Patron: When you advance your ​Tier​, it costs


Scholars, archaeologists, and thrill seekers on the hunt half the coin​ it normally would. Who is your
for arcane knowledge and artifacts. You might be patron? Why do they help you?
self-sufficient or have a mysterious patron. ● Cheat Death: The bravado of your crew gives
each member +1d to ​resistance​ rolls.
You ​earn xp​ when you uncover secret information, ● All Hands: During ​downtime​ one of your
relics, or an unknown ancient site. cohorts ​may perform a downtime activity for
the crew to acquire an asset, reduce heat, or
Special Abilities work on a long-term project.

● Appraiser: Your crew can always identify the Unique Upgrades


most valuable loot in an area. Add +1 coin after ● Explorer’s Pack: You get 2 free load for supplies
any quest. and gear.
● Delver: You gain +1d to avoid or disable traps. ● Elite Adepts
When delving into a ruin or cavern, take +1d to ● Special Cohort. You have a ​cohort​ of elite
the ​engagement ​roll. explorers that can search for ruins or operate a
● Researchers: Your crew gains an extra dig site. The cohort does include guards, but will
downtime​ to work on ​long term projects​ that not put themselves into danger. Instead, they
are related to finding relics or ancient lore. will send a runner to find the crew.
● Aware: Each crew member may add 1 action
rating to ​Study, Scan, ​or ​Skirmish​.

Claims to Fame

Trophy Place of Training Camp


Learning

Fame CREW Fame

Side Operation Antiquity Fixer


Dealer

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Inquisitors ● Perceptive: Each crew member may add 1


Enforcers and spies. You are highly trained operatives. action rating to ​Hunt, Prowl, or Scan​.
You might be spies for a noble family, Eyes for the ● Intimidate: Each crew member may add 1
Coven of Crones, or Justicars for the Church of Iustitia action rating to ​Command, Sway,​ or ​Skirmish​.
the Arbiter. ● Patron: When you advance your ​Tier​, it costs
half the coin​ it normally would. Who is your
You ​earn xp​ when you claim a bounty or execute a patron? Why do they help you?
successful adventure that supports your ideals, or the ● Access: You have access to equipment from
ideals of your patron. those that are aligned with your organization.
When you roll to ​acquire an asset​ add +1d.
Special Abilities
Unique Upgrades
● Seekers: Your crew gains an extra ​downtime ● Operative webbing: You get 2 free load for
activity to work on ​long term projects​ that are weapons or supplies.
related to situations impacting your ● Elite Rooks
organization. ● Elite Thugs
● Investigator: You gain ​potency​ when tailing a
mark, or when ​gathering information​ at the Contacts
scene of an incident.
● Distinctive Armor: Your distinctive ​armor​ counts
as ​heavy armor​ (2 uses).

Claims to Fame

Trophy City Watch Informant Network

Fame CREW Fame

Place of Learning Propaganda Training Camp

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Protectors ● Peasant Hero: You can pay 1 coin to enjoy the


Private investigators, detectives, monster hunters, or hospitality of the community instead of
bleeding-hearts. You serve the greater good by partaking in your vice. Everyone in your crew
confronting the evils of the world. can make a ​vice​ role. If you don’t ​overindulge​,
you can gain +1d on a ​gather information​ roll.
You ​earn xp​ when you protect the populace from a If you do ​overindulge​ each character gains 1
threat. stress.
● Problem Solver: Your crew gets one extra
Special Abilities downtime​ to work on a ​long term project
focused on identifying the cause of a problem
● Investigator: You gain ​potency​ when tailing a facing the community or determining the
mark, or when ​gathering information​ at the weakness of a threat.
scene of an incident. ● Patron: When you advance your ​Tier​, it costs
● Righteous: When your crew does the right thing half the coin​ it normally would. Who is your
at cost to themselves, you may mark a crew xp. patron? Why do they help you?
● One of Us: Each crew member may add 1 action
rating to ​consort​, ​sway,​ or ​command​. Unique Upgrades
● Alter Egos: Your crew has legitimate covers in ● Rigging: You get 2 free load for carrying
the community. Take -1 heat after a quest. You weapons and tools
do not lose a ​downtime​ if you are at war since ● Elite Thugs
enemy factions have troubles finding you. ● Elite Skulks

Claims to Fame

Information City Watch Charity


Network

Fame CREW Fame

Side Operation Place of Followers


Learning

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Saviors ● Zealous: Your passion can drive one of your


Priests, holy warriors, and the devoted. You seek to cohorts to operate with fervor. You can ​push
convert others to your patron deity and further the yourself​ and apply the effect to a cohort action,
sect’s cause. even if you are not leading it.
● Favored: When you perform a ​group action​,
You ​earn xp​ when you advance the agenda of your deity you may count multiple sixes from different
or embody its precepts in action. rolls as a critical success.
● Martyr: One PC can sacrifice themselves by
Special Abilities taking up to 4 stress to relieve the same amount
● Exemplar - Each character can add +1 action of stress from a different PC. This special ability
rating to one of three actions. The actions can not be used again until the crew takes a
include Sway and two other actions determined downtime phase.
by the GM to be related to the deity that you ● Echoes of the Flock: You may use ​teamwork
serve. with any crew member or cohort regardless of
● Patron: When you advance your ​Tier​, it costs the distance separating you. By taking 1 stress,
half the coin​ it normally would. Who is your your whispered message is heard by the true
patron? Why do they help you? believers.
● Evangelical: You spread the faith to all that will
listen. You may count up to three +3 faction Unique Upgrades
statuses you hold as if they are Fame. (Note: ● Occult rigging : You get 2 free load for arcane
you can gain more than the equivalent of 6 or ritual materials.
fame.) ● Elite Adepts
● Pious: When a crew member indulges in their ● Elite Cohort Type (Determined by the GM based
vanity in the name of their deity, they can not on the type of cult.)
overindulge. In addition, your deity will ​assist
any one action roll from now until you indulge
in the vanity again.

Claims to Fame

Propaganda Place of City Watch


Learning

Fame CREW Fame

Antiquity Charity Followers


Dealer

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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​.

Adventuring Engagement Roll


In many cases, the party will need to travel to the adventure location. The Adventuring Engagement Roll resolves this
travel. If the party has the ​secure camp​ upgrade, add 1d for each level (1,2 or 3). If the party is familiar with the region
or has a good map add 1d. If the location is fortified or has patrols, subtract between 1d to 3d depending on the
strength of the adversary. If the environment that the characters travel through is harsh (e.g. mountainous, the Broken
Lands, desert, etc) subtract 1d or 2d. Add or subtract additional dice for any issues that you deem relevant. Resolve the
roll as any other engagement roll, describing the events during the travel to explain the starting position. ​Flashbacks​ can
be used to deal with those events to change position.

Camp Engagement Roll


The party may decide to leave an adventure location to camp before continuing to explore. Or, they may take an
opportunity to camp within the adventure location. The actions that are available during ​camp​ are described in the next
section. When the party resumes the adventure, roll a Camp Engagement Roll. If the party has the ​secure camp
upgrade, add 1d for each level. If the party was stealthy during the previous adventure session add 1d. If the characters
were especially noisy, killed guards, or raised and alert add 1d to 3d depending on the severity. If the

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

4 Temple South Collectors About the About a curse False: About a


(active / ruin) Mountains builders single very
powerful
treasure

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

Weird: 1= Powerful undead, 2=Fae, 3=Shapechangers, 4=Spirits, 5=Elementals, 6=Intelligent dungeon


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Goal

Cave Tomb Manor Temple Stronghold Dungeon

1 Monster Hunt Monster Hunt Monster Hunt Monster Hunt Monster Hunt Monster Hunt

2 Create a map Plant Plant Plant Plant


for an interested Information Information Information Information
patron. (active) (active) (active) (active)

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

2 Treasure isn’t what Marks Spices Whispered Thorny vines Dim


was expected, or voices
includes a bonus
(e.g. obscure text,
map fragment, clue
to other
happenings)

3 Bonus Room Scrawlings Rotting Flesh Clicking Slime Dark

4 Rescue NPCs Corpse Garbage Thunder / Weeds Fog


roaring water

5 PC(s) afflicted with Signs of Incense Footsteps Fungus Waist level mist
a disease, curse, etc habitation
temporarily

6 Ally arrives Smell Floral Echoes Wildflowers Flickering,


shadows

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Room Theme

Entrance Obstacle Infestation Red Herring Role Play / Puzzle

1 Environmental None Vermin False Object (e.g Tempt a character’s


Hazard sarcophagus, desk) background or
trauma
.

2 Trap Environmental Insects Intersection with no Tempt a character’s


Hazard obvious choice (one vice
is true, one is false)

3 Monster Trap Snakes Apparent climax An intelligent being


requires convincing
to allow the crew to
continue

4 Ritual / Puzzle to Creature Bats Teleport trap (to Test of Survey


Open outside of dungeon)

5 Hidden Roleplay / puzzle Spirits Fake treasure Test of Finesse


Or
Red Herring

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

1-2 Crevice Crystallized Chasm with Chasm with no Stalactite / Echoing


walls narrow bridge bridge Stalagmite chamber
forrest

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

1 Amphitheater Secret Treasury Reflection Pool Kitchen Library Guard Room

2 Head Priest Relic Room Inner Sanctum Dining Hall Courtyard Servant
Complex Quarters

3 Priest Chambers Side Chapel Assembly / Altar Treasury Meditation Scriptorium


Chamber

4 Seminary Vestibule Gallery Room of Niches Gallery Gardens


Classrooms

5 Guest chambers Vestmant Augury Sacrificial Room Reflection Walk Audience Room
Chamber Chamber

6 Undercroft Statue Hall Sarcophagi False Treasury Balcony Side Chapel

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Manor
Room Size 1-3 = small, 4-5 = large, 6 = gigantic

1 2 3 4 5 6

1 Apothecary Garden Foyer Arcane Trophy Room Vault


Workshop

2 Aquarium Great room Dining Room Crafter Guest Guard room


Workshop Bedchamber

3 Bedchamber Kitchen Game Room Solarium Bedchamber Balcony

4 Bath Guest Chapel Sub-basement Dressing Room Museum


Bedchamber

5 Observatory Office Dressing Room Occult Temple Sub-basement Courtyard


(Dungeon)

6 Library Gallery Storage Sitting Room Bath Statuette Room

Dungeon
Room Size 1-3 = small, 4-5 = large, 6 = gigantic

1 2 3 4 5 6

1-3 Cells Monster pit Torture Alchemical Barracks Sacrificial Altar


Chamber storage

4-6 Cells Slave Pens Guard room Storage Laboratory Antechamber

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Stronghold
Room Size 1-3 = small, 4-5 = large, 6 = gigantic

1 2 3 4 5 6

1 Barracks Storage Training Area Blacksmith Armory Bathhouse

2 Courtyard Dungeon Kennels Servant Guest Bed Guard Tower


Entrance Quarters Chamber

3 Lord’s Bed Stables Guard Tower Sitting Room Escape tunnel Chapel
Chamber

4 Guest Bed Gatehouse Treasury Study Food storage Balcony


Chamber

5 Dining Hall Great Room Storeroom Turret Infirmary Arcane Lab

6 Kitchen Barracks Workshop Map Room Audience Hall Occult Lab

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.

Uses, Type, and Personality

Roll Uses Type Sentience Personality Effects Drawbacks

1 1 Clothing Not sentient Creepy 1+ Painful: Roll a d6. If the roll is


Drawback an odd number, the
character takes a level 1
harm.

2 1 Jewelry Not sentient Annoying 1 Glutton: Roll a d6. If the roll is


an odd number, the
character loses 1 coin. If the
character does not have coin,
a random party member
loses the coin instead.

3 1 Weapon Not sentient Sarcastic 1 The character’s hair or skin


changes color for a few hours
(or grows if bald!)

4 2 Armor Neutral to the Idealist 1 The character exudes a foul


or Armor character’s odor, drools, or eyes water
Fragment motives for a few hours.

5 2 Trinket Aligned to the Supportive / 2+ The temperature in the area


character’s Brown-noser Drawback rises or falls dramatically for
motives a few moments.

6 3 Hat Antagonistic to Pleasant 2 The item flashes brilliantly or


the character’s makes a loud sound

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motives
Effects

Roll 1 2 3 4 5 6

1 Armor (provides Disguise Avoid the Hunt Skirmish Health


an extra level of (Determine +1d effects of a (Determine +1d (Determine +1d
armor at not or +1 effect) harmful or +1 effect) or +1 effect)
load cost) environment for
10 minutes.

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)

3 Reduce Stress Paralysis Attack User can Survey Attune Senses


(calming) (lasts for a few breathe (Determine +1d (Determine +1d (Determine +1d
minutes) underwater for or +1 effect) or +1 effect) or +1 effect)
an hour.

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).

6 Temporary Alarm Silence 15 ft Prowl Sway Roll again and


superficial (The wielder radius. (lasts for (Determine +1d (Determine +1d add a weird side
change to the can not be a few minutes) or +1 effect) or +1 effect) effect.
user surprised)

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DOWNTIME

Larger than Life ​(replaces entanglement)

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.

REP 0-3 REP 4/5 REP 6+

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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62

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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Kane, the younger brother of Daelon Kane. Lazar is


disgusted with his appointment to this forsaken city and
Steadfast often takes out his displeasure on the majority Esharra
Steadfast is known as Alu Sebet Dayanni (City of the population.
Seven Hills) to the Esharran. It is a holy city to the
Rehlin, Eshara and Orun. The ancient walled city is Alu Sagkal
divided into four sections - the Temple Quarter, High Alu Sagkal, or the City of Stone, is the last community of
Quarter, Market Quarter and Trades Quarter. The any significance before crossing the brutal Ghost Flats
Eshara that have not converted and sworn fealty to the (Kibrat) to Val-Tiva to the east. The city is under the
Rehlin live in squalor outside the walls in a district governance of the Esharra, but has welcomed a small
known as the “Rags.” garrison from Val-Tiva to help protect traders.
Steadfast is governed by Regent Daelon Kane.
Dag Thokul
Steadfast is described in more detail starting on page Dag Thokul is a fortified mountain town that serves as
__. the surface “face” of the dwarven Kingdom of Dag
Thokul underneath Kir Parillu.
Alu Harrani
Alu Haranni, or the City of the Road, is nominally under East Hold
the control of a garrison of Rehlin soldiers led by Lazar East Hold, or Alu Sippar - the City of Birds, is a fortified
port city under the control of the Rehlin. It is a stopping
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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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Hollowpit, Windswept, Robinwood, Splitstump,


Male Names: Talkingtree, Settingsun, Eaglecrest, Thunderwater
Inge, Anders, Olav, Hugo, Oskar, Erling, Niklas, Georg,
Arild, Torgeir, Mikkel, Odvar, Jesper, Sigmund, Leif, Dag Thokul
Steffen, Hallvard, Sigborn, REidar, Amund, Jarle, Trond,
Eivind, Fredrik, Stig, Torleif Male
Dorag, Grak, Ruir, Thezzor, Sargran, Ruk, Drak, Voth,
Female Names: Kradik, Khendic, Nevatin, Grood, Dhour, Gorlug, Bok,
Rakel, Sissel, Anja, Kaja, Malfrid, Dagmar, Svanhild, Grum, Stok, Barroc, Dalos, Toreg, Alfod, Kirfith,
Gerd, Ada, Marta, Britt, Helena, Margareth, Mina, Barhouk, Lor, Sret
Lisbeth, Ingrid, Astrid, Reidun, Vera, Sigrid, Jannicke,
Mette, Signe, Frida, Rikke Female
Skove, Thekana, Morbeda, Broudweda, Elzni, Thifrou,
Surname: Daloma, Kuggilda, Mokara, Giddi, Oriku, Golmu, Assida,
Tellefsen, Lande, Gronseth, Holum, Torvik, Hegstad, Dasli, Drihulda, Tummeren, Neda, Heta, Thafael,
Alm, Tanberg, Aanderaa, Wolden, Gard, Gulsvig, Greada, Noz, Omru, Mazna, Thelga, Vastra
Sandahl, Tonnesen, Gunderson, Nordahl, Helgesen,
Feberg, Vea, Melhus, Stein, Wigdahl, Ulberg, Stordalen, Surname:
Kallestad Battlebrew, Cavebeard, Redfall, Anvilshoulder,
Darkforged, Jademace, Alehead, Badrock, Bluntbelly,
Koderei Deepfeet, Rockbender, Trollbreaker, Steelforge,
Shadowdelver, Duskmane, Silverheart, Stormbrew,
Elves Graybelt, Fullcask, Shatterblade, Bloodfoot,
Marbleborn, Gravelbasher, Metalgrip, Dragonbrew
Female
Omylia, Nakiasha, Allannia, Tanulia, Zentha, Helartha, Wizened Fae
Valphine, Miaris, Qinnelis, Iarwynn, Saria, Mylaela, Serpent Mountains
Rania, Lierin, Fenlee, Wynlee, Adharice (17), Eloen,
Tiatha, Chasianna, Leoka, Liarel, Keygella, Mirasalor, Female
Filauria Jasmine, Natalie, Swan, Hilde, Jenna, Mero, Gabrielle,
Semolina, Primula, Gersvinda, Grimalda, Esmee, Poppy,
Male Blinsme, Koka, Dahlia, Letar, Prisca, Mira, Gisela,
Pelleas, Lysanthir, Zelphar, Saevel, Myrdinn, Varic, Rotrude, Gilda, Belba, Karmela, Bell
Eldearth, Arbane, Erdithas, Aeran, Ievos, Dain, Elvaris,
Kelnan, Triandal, Liakian, Aelrindel, Kyrenic, Rennyn, Male
Daero, Wysalee, Qinkian, Ulakas, Gaeleath, Tassarion Tobias, Wolbodo, Otho, Gerold, Milo, Otto, Faramir,
Trahand, Orderic, Waldo, Megin, Froy, Fin, Art, Oldbuck,
Trickster Fae Gamgee, Anvald, Merovech, Theobald, Eber, Gundo,
Birdsnest, Newdawn, Riverview, Redgrove, Serenity, Bairn, Banazir, Gilbart, Loufred,
Poisonivy, Owlfeather, Mangyfox, Moonfall,
Stumbleroot, Bluestone, Greenoak, Rollinghills, Surname
Dewpatch, Brokencart, Wildflower, Riverstone, Greenhill, Farfoot, Cutton, Brownbelly, Wanderfoot,
Fairfoot, Sandheaver, Hornblower, Knotwise,

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Underburrow, Waifar, Grubb, Headstrong, Underlake,


Goodsong, Proudbottom, Silentfoot, Rumblebelly,
Diggle, Whitegirdle, Goldworthy, Sackville, Goodbody,
Longhole, Oakbottom

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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