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THE

PLEDGE
A young thief and newcomer
You’re new here. New to the crew, new to Doskvol, or just new to being a
scoundrel. You might be the youngest in the crew, but you still know a thing
or two. You know how to lift a coin purse, how to slip out of the local Bluecoat
precinct, or just how to annoy someone so much they get distracted. You’ve
made friends with ghosts and pulled off a few small-time scores, and now
you think you’re ready for the big time. Let’s hope the rest of the crew thinks
the same.
When you play the Pledge, you earn xp when you address a tough
challenge with theft or innocence. Lift something important off a Lord,
get in over your head, and make the most obvious mistake.
Why did you decide to try to get in with this crew in particular? What did
your parents want for you? What are you going to need to leave behind to
become a real scoundrel?

STARTING ACTIONS
You start with 1 action rating in Consort, Finesse, and Prowl.

FRIENDS & RIVALS


Corille, a con artist. A friendly partner in crime, or a spurned mentor?
Mr. Kebbler, a socialite. A helpful philanthropist, or someone you escaped?
Ms. Turner, an eel monger. Are they a source of the ocassional free meal, or an
intrusive member of your family?
Old Shoes, a ghost. Do they look out for you, or haunt you?
Snot, an urchin. A useful source of information, or a sibling who thinks you left
them behind?
T
H
E

P
L SPECIAL ABILITIES
E
D
G
STICKY FINGERS
E When you pick someone’s pocket or steal something small, take +1d.
The thing you steal should be easily concealable in the palm of your hand
to get this bonus.

HEART OF THE CREW


When another character protects you, they clear 1 stress.
The character protecting you clears the stress before any resistance roll is
made.

FOLLY OF YOUTH
When you accept a Devil’s Bargain, mark 1 xp.
You’re young enough to learn from your mistakes, but only if you are
willing or innocent enough to make them. You may mark this xp in any
of your character’s attributes or as playbook xp.

GHOST NETWORK
Once per session you may declare one new contact who is a ghost
and choose one detail about them: they ’re hard to find - they ’ve turned
feral - you owe them a favour.
You may declare this contact at any point during the session. The detail
you choose is true of the contact but doesn’t have to be true forever. The
GM has final say on any further details about this character.

LOQUACIOUS
You gain an additional xp trigger: You questioned someone to the point
of anger, exhaustion, or frustration. If your crew helped out, also mark
crew xp.
T
H
E

P SCARES EASY
L
E You may expend your special armor to resist a consequence from
D harm or ghosts, or to push yourself when escaping a dangerous
G situation.
E
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 (+1d, +1 effect, act despite
severe harm) but you don’t take 2 stress. Your special armor is restored at the
beginning of downtime.

SLIGHT OF STATURE
You can always find a small space to squeeze through that other
people wouldn’t think to try.
While you can always find a small space you could fit, you may still need
to make a roll to get through. You could shimmy down or up a chimney,
or through a disused pipe, sneak through a small window, or fit yourself
into some luggage.

UNBROKEN
You may spend a downtime action helping someone indulge their
vice. When you do, you clear stress equal to their lowest die roll,
and they cannot overindulge. Also, when you don’t indulge your vice
during downtime, you don’t suffer stress equal to your number of
traumas.
If the character you are helping is rolling only 1d when they indulge their
vice, you clear stress equal to that die’s result.

ITEMS
Fine Hands: Your small dexterous fingers make light work of intricate
or delicate tasks. Watch out for harm. [0 Load]
Fine Unusual Weapon: A sling, length of chain, pry bar, or other object
that is not typically lethal. Did you steal it or make it yourself? [1 Load]
Childhood Token: A stuffed goat, wooden carving, book, etc. [0 Load]
Large Coat: Warm and large enough to hide many stolen things. [2 Load]
Small Pet: A large rat, eel, a large toad, etc. What is their name? [1 Load]
Spiritbane Charm: A small trinket that ghosts prefer to avoid. [0 Load]
CREDITS

Writing and designed by Michael Elliott

Prodcued by my Patrons:

Michael Bain
Patrick Barnes
Cindy Chamberlain
Sara Chicazul
Michael Gillaspy
Navi
Patron
Teri
Mike Thorpe
Tim
Tony
Guillaume Tremblay

Blades Playbook Template by Justin Ford

Cover image by HLS 44 on Unsplash

Designed in consultation with the Blades in the Dark Discord


channel.

This is a fan creation not officially sanctioned by John Harper or Evil


Hat Productions.

Blades in the Dark is property of John Harper and One Seven Design.

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