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Swords of The Light
Swords of The Light
th e Lig ht
A d6 Party-Based Solo Roleplaying Hack of BitD
Regulars Major Factions
Minor Factions
A special thanks, first to my lovely wife,
for supporting me wanting to do
nerd stuff all the time.
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Forming a Party
When you accept a quest you must form a party to undertake the quest. A party
consists of 3 adventurers, taking on the role of Brains, Brawn, and Bravo. These
roles are to help distinguish the adventurers, but do not define them, for example,
the character in the Brains role may have little to no intellect but still be the brains.
The characters in the party will be put on the Party Sheet (pg. 6) This sheet will
be your main sheet as you progress through a quest. Each character brings with
them their top two of the three character stats, and may draw a line from the stats
they bring to a relevant party stats of which there are 6.
Character stats are not rolled during quests, they are used to determine party stats!
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5ft from dot to dot
Blueprints Embarking
The tavern you bought ain’t much to
Now that you know which party is heading on an adventure, and the type of
look at, but she’s home for you and the
quest they are heading on, you must decide the first challenge. Each clock
adventurers you have taken in. At the
represents an obstacle you must overcome. Do you drop the party into the middle
moment she ain’t much, just a 40'x25'
of the action like most FitD (Forged in the Dark) games, or is the act of getting
bar area, 10'x5' stairs to a second floor
there an important part of the quest? Either way, name the first clock and begin
(or basement) with four 10'x10'
taking actions to fill it!
bedrooms, and a 5 foot wide hall. Feel
free to draw out the blueprint as you Taking Action
envision it on the right.
The BitD SRD (bladesinthedark.com/action-roll) does a great job of explaining
the basic system, so I will just extrapolate on top of it. The actions you will choose
Construction between are the party stats that you have drawn lines to at this point. Each action
In order to upgrade or add rooms, you must pay coin equaling to the amount of will have a Position and Effect. In this game the Effect determines how much you
walls needed. For example a 10x10 room in the corner of your structure would interact with the clocks.
cost 4 coin, where a 10x10 room with no walls to attach to would cost 8 coin. This Great Effect: You may get great effect if you used an action before to set this
cost also includes furnishing the room. On top of spending the coin, you also need action up, or if you are exploiting an obstacles weakness. On success: Mark 2
to use downtime actions in order to Construct the room. Some rooms have the pieces of the clock. Standard Effect: On success: Mark 1 slice of the clock.
option to be upgraded, this can be done after the room is built. Next to the size of Limited Effect: You may have limited effect if you are rolling against an obstacles
the room is a clock showing the number of clock slices to build the rooms. strength. On success: Your next roll is great effect or you get a less risky position.
Every obstacle will have a weakness you can exploit for great effect, and a
10x10 rooms 15x15 rooms strength that limits your effect. If you aren’t sure what those are, there is a table on
Bedroom: Each bedroom allows you Library: Add 1 extra die when the play sheet to roll on (pg. 7). On that page is also a list of questions that modify
to hire another adventurer rolling on a long term project how many dice you roll when you take an action.
Office: The initial stats of would be Vice Den: Choose 3 vices this den
adventurers are +2 if revealed. serves, when someone indulges in those
Cosequences
Upgrade (5 coin) instead, roll full stats vices here, add + or -1 to their roll. When you roll a 1-3 (failure) or 4-5 (success with a consequence) something bad
for adventurers before you hire them. Training Room: You may use a happens to the character performing the action. Who that character is should be
15x10 rooms downtime action here to train, rolling envisioned before you roll and may be a person with a line drawn to the stat, but
Suite: Roll 1d6 to determine the dice equal to your lowest character stat. doesn’t have to be. Here the consequences correlate to the Position. If your
D/C/P number of a quest. If you roll a 6, you may mark 1 of the position was Controlled, the only consequence is that you lose that position and
Restful Space: Roll 2d6 and take the the 3 bubbles needed to level up. your next roll will be from a risky position. When something bad happens while
higher when you recover in this room. Brewery: Roll 1d6 instead when the position risky or desperate, do what makes the most sense in the fiction.
seeing the number of adventurers If you are unsure you can roll on the tables below.
available for hire Risky: 1) Take harm 2-3) Clock 4) Worse Position 5) Stress 6) Pick 2
Desperate: 1-2) Take harm 3-4) Clock (2 segments) 5) 1d6 Stress 6) Pick 2
Clocks: If you roll clock, make a 4 segment clock, and mark it. When this clock
fills, a complication, such as “the guards are alerted” happens.
Most rolls will be Risky/Standard
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Occupancy List Hiring Downtime
These two pages show the individual You can always hire more
adventurers staying at the tavern. When adventurers assuming you have the When a quest is completed, you go into a downtime period, representing the
one takes harm or stress, you may mark space. Hiring costs you nothing, but time between missions. Downtime is separated into 6 parts.
it on here. Add the Coin: Add the coin from the quest to the coffer on the back of the booklet.
you will need to have enough beds to fit
The coin is controlled by you, the player, to spend as you see fit. Rest assured the
Character Sheet the extra adventurers. It costs 2 coin to
let an adventurer go. adventurers all made their share of money and are content.
This basic character sheet is also
Each week during downtime, roll Reaction: After each mission, contemplate and write down a few sentences about
where you will mark the stats. Style in
2d6 and take the lower to see how what the effects of that quest are. What does helping that merchant do for the
this case refers to the fighting style of
many adventurers there are for hire. town, or what is the impact of helping the monarch on the empire as a whole.
the character.
You start with 4 beds, check the Downtime Activities: You are given 5 downtime actions that you can spread
Number of Beds: Construction page to get more (pg. 10). among all of characters (including ones that didn’t go on the quest). You can pay
one coin per extra downtime action.
Name: Lvl: Name: Lvl: Indulge Vice: Roll dice equal to the lowest character stat of the person
BRV INT VERS BRV INT VERS indulging (If the lowest stat is 0 roll 2d6 and take the lower). The character
relieves stress equal to the highest number rolled. If a character overindulges
by rolling too high, they cannot be used for the next quest.
Recover: Explained under Harm and Trauma pg. 8
Info: Info: Construct: Roll dice equal to highest character stat of the person helping with
the construction. On a roll of 1-3 fill one segment, on 4-5 fill 2, and 3 on a 6.
On a critical, (a roll with two 6’s) you fill the clock. You may spend a coin to
improve the roll by one tier. See pg. 10 to learn more about construction.
Style: Style: Long Term Projects: In order to do things that affect the town, you may start
Ment: Emot: Phys: Ment: Emot: Phys: a long term project. These are more abstract and can be whatever you think
Stress: Stress: of. Something that affects the tavern and regulars would be a 4 slice clock,
something that affects the town would be a 6 step clock, and something that
affects a kingdom might be 10 steps or more. You may use multiple clocks
Name: Lvl: Name: Lvl: describing different parts of the long term project. Roll using Construct rules.
BRV INT VERS BRV INT VERS Hiring: In order to hire new adventurers, roll 2d6 and take the lower during this
phase to see how many people in the tavern are available to hire as adventurers!
Interview the adventurers as you did at the beginning, rolling for stats, and hire
Info: Info: the ones you want, adding them to the Occupancy list on pages 4 and 5.
Quests: Lastly, remove quests that you don’t plan on doing (they must be at least a
week old), update the quests on page 11, making sure you have at least three.
Factions: Pick a major and minor faction and move their clock. You may choose
randomly, or if you just completed a quest for one, you should choose them and
Style: Style:
add a die to their roll! More on pg. 13
Ment: Emot: Phys: Ment: Emot: Phys:
Stress: Stress:
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Name: Lvl: Name: Lvl:
Harm and Trauma BRV INT VERS BRV INT VERS
Harm is a little different than in BitD. Here, you take a single Mental (Ment),
Emotional (Emot), and Physical (Phys) harm. Whenever you take harm, choose
one that you don't already have, and place a “+” in the circle next to it. Each type of
harm hinders different stats. Emotional harm: Hinders Ingenuity and Wit. Mental
Info: Info:
harm: Hinders Strategy and Study. Physical harm: Hinders Agility and Melee.
If a character takes another harm after having all 3 types, they die. You can spend a
downtime action to Recover and fill the “+” (4 segment clock) to remove a harm.
Roll 1d6, on a roll of 1-3 fill one segment, on 4-5 fill 2, and 3 on a 6. On a critical, Style: Style:
(a roll with two 6’s) you fill the clock. Ment: Emot: Phys: Ment: Emot: Phys:
Trauma works as in BitD https://bladesinthedark.com/stress-trauma Stress: Stress:
Leveling up
When returning from a successful quest answer the following questions about Name: Lvl: Name: Lvl:
the party members. On their character sheet, mark a bubble next to Lvl for the BRV INT VERS BRV INT VERS
correct character. If you are unsure of who deserves the point, skip the question.
Which character took the greatest risks for the benefit of the group?
Who best displayed their vice/trauma/morals/goals?
Info: Info:
Did any characters form a stronger bond? (Mark a bubble for both)
If a character took trauma, they cannot fill any bubbles from the mission.
Leveling up represents the character getting stronger and the people at the
tavern learning more about them. Characters start at Lvl 1, and level up every time
they fill in the 3 bubbles next to Lvl on their sheet. When characters reach certain Style: Style:
milestones they gain certain boons. When a milestone says “Roll Stats” roll 3d6, Ment: Emot: Phys: Ment: Emot: Phys:
one for Bravery, for Intellect, and Versatility. On a 6 raise that stat by 1. Stress: Stress:
Milestones
Lvl 2: Write 2 words that describe the character, and one that describes their vice.
Name: Lvl: Name: Lvl:
(their vice is what they do to relieve stress)
Lvl 3: Roll Stats. This character shares their real name if they haven’t already BRV INT VERS BRV INT VERS
Lvl 4: Write one or two words describing the morality of the character
Lvl 5: Roll Stats. Envision the character and write a bit of backstory for them in a
separate notebook, who are they telling this backstory to? Info: Info:
Lvl 6: How does this characters backstory shape their goals?
Lvl 8: Roll Stats. There is some foreshadowing of the lvl 10 quest, what is it?
Lvl 10: The next “quest” you undertake is a quest to fulfill this characters goals or
tie up something from their backstory. By the end of the quest something drastic Style: Style:
happens, and this character can no longer be an adventurer. What happens? Do
they retire, die, take on a management role, lead a different faction, or maybe start
Ment: Emot: Phys: Ment: Emot: Phys:
their own tavern in a different city? Think of this as a season finale and assign an Stress: Stress:
amount of scene clocks worthy of one!
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Current Quest
Given By: Reward: Slices Needed:
Party Sheet
Brains: Do This: To This: Dilemma:
Agility
Quest Clocks: Each of these may represent an obstacle or scene
Ingenuity
Brawn: Melee
Strategy
How to “attack” the quest clock and complete the scene
Bravo: Study
1. Set the Scene: Write under one of the clocks above what the obstacle is, envision
Wit how the party would first react to this obstacle.
2. Decide an action to take to overcome the obstacle
3. After deciding your first action vs the clock, roll on the Strengths/Weaknesses
Below are ideas for how the stats can be used, the possiblilities are endless!
table to determine the clocks strength. Roll to see the clocks weakness after you
Agility : Bravery+Versatility Climb, dodge, or sneak using your physical prowess succeed on an action roll (4-6). If you roll the same weakness as the clocks
and ability to adapt. Make an attack with an agile weapon. strength, it has no weakness.
Ingenuity : Intellect+Versatility This represents using creativity, improvisation, and Remove a die from the action pool for each 'yes'
Strengths/Weaknesses
resourcefulness to accomplish a task. response to the following questions
Is this action the same as the last one rolled? 1: Agility 4: Strategy
Melee : Bravery+Bravery Approach a problem head on, intimidate someone, or
Is this the same character that took the last action?
simply punch someone in the face with a sword.
Is the character’s harm hindering this action? 2: Ingenuity 5: Study
Strategy : Bravery+Intellect Create an effective plan and execute it, manage
Add a die to the action pool for each 'yes'
resources effectively, find an advantage, respond carefully. 3: Melee 6: Wit
response to the following questions
Study : Intellect+Intellect Recall something you read about, inspect something Is the character acting on their morals/trauma?
closely, solve puzzles, use your knowledge to cast a spell. Are they pushing themselves to their limit? (Mark 2 stress if so)
Wit : Versatility+Versatility Quick thinking, clever choice of words, predict your Does anyone assist in the action being taken? (Mark 1 stress to aiding character)
opponents next move. 4. Add up the dice into a pool with party stat dice, decide on the Position/Effect
(taking into account the strength and weakness of the clock), and roll, taking the
When you roll a 1-3 (failure) or 4-5 (success with a consequence) something bad
highest roll you get. Rolling a crit (two sixes) upgrades the effect or position. (If
happens. Do what makes the most sense in the fiction, if you are unsure you can
you have zero or negative dice in the pool, roll 2d6 and take the lower)
roll on the tables below.
5. If you succeeded mark the clock that represents the obstacle, if you failed or had
Controlled: Your next roll will be from a risky position.
a success with a consequence, figure out what happened.
Risky: 1) Take harm 2-3) Clock 4) Worse Position 5) Stress 6) Pick 2
Great Effect: You may get great effect if you used an action before to set this
Desperate: 1-2) Take harm 3-4) Clock (2 segments) 5) 1d6 Stress 6) Pick 2
action up, or if you are exploiting an obstacles weakness.
On success: Mark 2 pieces of the clock.
Consequence Clock: If you roll clock, label and mark this Standard Effect: On success: Mark 1 slice of the clock.
4 segment clock. When this clock fills, a complication, such Limited Effect: You may have limited effect if an enemy is way stronger than you
as “the guards are alerted” happens. or you are rolling against an obstacles strength.
On success: Your next roll is great effect or you get a less risky position.
Keep completing scenes until you complete the quest!!!
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