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Spirit Chasers 7-25-22
Spirit Chasers 7-25-22
CHASERS
Designed by Sam Dunnewold
Doskvol’s Spirit Wardens have a new thorn in their side: crews of hooligans
beating them to recently dead bodies and absconding with them into the
night. Their reasons are unknown—are they simple corpse robbers? Study-
ing the moment of death? Do they believe they’re “saving” the deceased’s
ghost from the acid chambers of Bellweather Crematorium? Whatever their
reasons, they’re well organized, and they seem to have a plan...
Spirit Chasers is both a new crew type and a mechanical hack of Blades in
the Dark. It changes some rules from the base game to accommodate the
very specific sort of score that such scoundrels embark on. It is designed
for one shots or short campaigns, ideally 3-6 scores in total (though per-
haps the crew will graduate to another crew type for additional seasons).
Movie night: Ghostbusters, Minority Report, Nightcrawler
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the
Dark Logo is © One Seven Design, and is used with permission. This work
is based on Blades in the Dark, product of One Seven Design, developed
and authored by John Harper, and licensed for our use under the Creative
Commons Attribution 3.0 Unported license.
This work is also itself licensed under the Creative Commons Attribution
3.0 Unported license.
Skull (on character sheet) by Vladimir Belochkin from NounProject.com
THESIS
This is a supplement about making death personal.
I mean that as both a thesis and a content warning. You will meet people
of Doskvol, you will come to like and love them, and then they will die.
It will probably be tragic, because death is tragic. And then your PCs will
go in and steal their corpse and/or soul, because life goes on, and Blades
scoundrels are Blades scoundrels.
Spirit Chasers is about how you feel about all that, as both PCs and as
players.
It’s also about gonzo action, because this is still Blades in the Dark. For
the same reason, it might be about capitalism, class warfare, oppression,
racism, and psychedelic magic imagery depending on what you make it.
1. What is your name and occupation? If you don’t have a job proper,
how do you spend the majority of your time? (The GM has dibs on
this question, though they may open it up to the table if they like. If
you need ideas, see Spirit Chaser “Opportunities” on page 9.)
2. It is the morning of the day you die. How do you feel when you
wake up? Do you expect to die today?
3. What makes today ordinary? What makes it extraordinary?
4. Who’s a person who’s a comforting part of your routine? What is
the last thing you say to them?
5. What is the last thing you eat?
6. What plans do you have for tomorrow?
7. How do you die? Who else is there?
Next, the GM starts a 4-clock “The Spirit Wardens arrive on the scene”
The PC’s first action roll should describe how they get to the body, with
the GM assessing position and effect (likely risky/standard) and choosing
consequences as normal. Do you run into problems getting to the scene? Or
are complications because of what’s happening once you arrive?
Finally, at the end of the score, return to the deceased for one last look at
their body, the loved ones they leave behind, or their legacy.
PAYOFF
Changes to Spirit Chasers rules continue into payoff:
Spirit Chasers can’t gain rep—they are always tier 0 with strong hold
(you’re not in this for glory). They can gain coin, but it’s useless to them.
Instead of heat, start the campaign with a 12-clock “The Spirit War-
dens find you.” After each score, tick it once for each of the following:
◆ if the Spirit Wardens arrived on the scene before you left
◆ if the score was particularly loud or chaotic
◆ if anyone died (other than the inciting corpse)
This clock might also get ticked for complications or devil’s bargains as
normal (one tick on this clock is roughly equal to a desperate consequence).
When this clock fills, the Spirit Wardens discover your lair and identities,
and they learn how to track the signal of your Ramshackle Spirit Bell.
Enter free play or a score, whatever feels appropriate, and do your best to
get out of dodge. When the dust has settled, your campaign (or at least
this season) is over. You may instead choose to stop doing scores at any
time, likely ending your campaign in a safer manner, but this will leave
whatever goals you have left unfinished.
When rolling entanglements, use the same tables as in the base game
with the following substitutions:
◆ Instead of Heat 0-3, 4-5, and 6+ the tables are “Spirit Wardens locate
the crew” clock 0-3, 4-7, and 8-11 segments filled.
◆ Arrest means Spirit Wardens are sent after you instead of Bluecoats.
Note that this is not the same as your 12-clock filling, as the Wardens
have not yet figured out how to track your Spirit Bell.
◆ Show of Force works similarly, but instead of giving them a claim,
they ask for a large sum of coin or for you to use your abilities to help
them (do your next score for them using the standard Blades rules
for scores).
Finally, you can’t take the Reduce Heat downtime action (but see the
Friendly Neighbors special ability).
CREW CREATION
1 Spirit Chasers cannot gain
rep—they are always tier 0 4 Choose a special ability. The
first one on the sheet is a good
with strong hold (you’re not in this choice if you’re stuck.
for the glory). You start with 2 coin.
5 Get crew upgrades. You start
7
Does the demon you hunt spirits for Take -1 status with the Spirit
have a plan, or is it just hungry? Wardens, and state one piece
If your goals could be achieved with of evidence they currently have
a small number of “fresh” ghosts, against you.
start a clock “ghosts caught,” tick Another faction stands to gain
it every time you capture a ghost, from your exploits. Who? Take
and end the campaign when it fills. +1 status with them, and describe
I recommend a 6-clock, but the how. Do they benefit from the Spirit
size is up to the GM. Wardens being distracted? Are you
Start your “The Spirit Wardens delivering ghosts to them?
find you” 12-clock now. One of the factions the crew now
3 Pick which district your lair is has status with has an unfortunate
in. (Remember, Spirit Chasers relationship with your favorite
can have scores in every district— contact. Elaborate, and take anoth-
people die everywhere). Describe it, er -1 status with them.
and detail your Ramshackle Spirit
Bell (see Upgrades, next page).
Wait, if we want fresh ghosts,
GM, pick a faction that has been why not just kidnap people
inconvenienced by where the crew and murder them ourselves?
has set up shop. The crew takes -1 A crew that treats murder so
status with them. Is their equip- casually is likely Assassins or
ment loud, sonically or psychically? Bravos.
DETAILS
When you play Spirit Chasers, you earn XP when you outwit or out-
run the living, or capture the recently dead.
-or-
-or-
Name
Crew Upgrades Contacts GHOST VACUUMS: all crew members add a ghost
☐ Ramshackle Spirit Bell ▷ Cheryl, a gondolier vacuum to their gear (two boxes). When attached to a
ghost-containing corpse, they suck the ghost out imme-
☐ Mobile Lair ▷ Xavier, a research assistant diately. This requires an action roll (Tinker or Attune).
☐ Spirit Storage ▷ Leon, a corpse dealer FRIENDLY NEIGHBORS: The people who live and
☐ Get-Out Bags ▷ Nelly, a junior Spirit Warden work near your lair have taken a liking to you. When
you take this, reduce your “The Spirit Wardens locate
☐ Elite Adepts ▷ Gabriella, a monster hunter the crew” clock by two ticks. You gain +1d on gather
☐ Elite Skulks ▷ Tipper, a midwife information rolls made within your community.
☐ Lair Hidden ☐ Quality Gear GHOST PASSAGEWAYS: From weird experience or
Cohort Gang Expert occult ritual, your crew has found access to a network
☐ Lair Secure ☐ Quality Tools Weak Impaired Broken Armor of entrances and exits from the ghost field that allow
☐ Lair Workshop ☐ Quality Arcane you to cross the city in minutes.
☐ ☐ Gain a Cohort Implements KINDRED SPIRITS: When you learn something inti-
mate about a captured ghost by speaking with and then
Experience releasing them, they take a liking to you. You may add
them as a crew contact.
At the end of each
session mark 1 xp SPONSOR: You each get +2 stash after every score.
for each of the following that occurred (or 2 if
Cohort Gang Expert STREET RATS: Each PC may add +1 to Hunt, Prowl,
that item occurred multiple times). Weak Impaired Broken Armor or Attune.
◆ Outwit or outrun the living, or capture the USED TO THIS CRAP: No members of your crew is
recently dead. supernaturally terrified by ghosts.
◆ Contend with challenges above your current VETERAN ADVANCE: Take an ability from another
station. crew book (but what’s better than ghost vacuums?)
◆ Bolster or develop your crew’s reputation.
◆ Express the goals, drives, inner conflict, or
essential nature of the crew. Coin (if you must) ☐☐☐☐