Right-click and "open as new tab" to view full-sized image!
Items and Assets that don't show up on the crew sheet will be listed here.
Kink could see something suspended underneath. It looked like a... heart.
Except it was rusted... was it made of metal? And it had spikes protruding from it on all sides.
The heavy chain it dangled from had only a few links to it, and was just as oxidized.
Tier 2 Artifact
Upon "activation" it will automatically absorb any spirit in meatspace that is of a lower Tier. It cannot be controlled or directed.
Any Tier 2 or Tier 3 spirit must make a Fortune Roll to withstand it's trap.
The "absorbing" aspect is a giant vortex dozens of yards across that can only be seen when viewing the ghostfield (like when using a Spirit Mask!). Any spirit that gets caught up in the vortex is essentially swimming against a whirlpool.
It is possible to exert one's own Attunement in tandem with the Heartlance to enhance it's effect (or protect a single spirit from it), though doing so puts yourself at considerable risk (especially if you're of a lower Tier!). This is a conscious decision, and simply activating the Heartlance doesn't necessarily put you in immediate danger.
It's specific origin remains a mystery though it certainly stinks of "Forgotten God" influences.
There is yet more to learn about this Artifact...
Tier I Asset. Expert: Lawyer.
Quote:
Originally Posted by MoldyNolds
In the world of advocation, defense and prosecution, and representation, image was everything. Okay, maybe not everything, but it sure counted for a whole heck of a lot. And Barrister Daniel Clagett took that sentiment to heart. Upon first glance he certainly seemed to cut the imposing, officious figure, despite his short stature. A thick, velvety black jacket was worn over pinstripe slacks and a black vest of similar material. Two gold chains hung off vest buttons; one leading inside his jacket, ostensibly to a timepiece, and the other up to a gold-rimmed monocle. A burgundy cravat with a smart pattern tufted out from the vest underneath a fancy broach. His top hat made up for any vertical challenges he might face in the courtroom, out from which sprouted curly brown hair.
"Well hello there, young sir! Daniel Clagett, at your service. Barrister, notary, and certified officiant for weddings, funerals, and whatnot." His slow manner of speech and molasses-drawl placed his origins from Southern Akoros; Ilysia, South Point, or perhaps even the Imperial City? And the way he over-pronounced his “wh’s” when he said “Whhhatnot” sure made him sound smart! Before Beau could get to the reason for his visit Clagett pointed a finger at him. "Wait a tick, don’t tell me!" His eyes roamed up and down the Slide, landing on his eyepatch several times. "Wrongful injury, amiright? A fencing incident gone awry, well lad you’re entitled to reparations, yessir! Come sit down and tell ol’ Danny all about it, those Red Sashes’ve been wreaking havoc, I’ll tell ya!"
Eventually Percy was able to set Clagett straight; the Moonrakers had been getting more brazen with their “business endeavors” of late, and they needed an advocate to make sure any wrinkles with the Bluecoats were smoothed out before a perfectly innocent misunderstanding landed one of them in Ironhook for the better part of a decade!
"Of course, m’boy, of course! You’re independent entrepreneurs, folk like you can’t be expected to keep up with the miles and miles of red tape the Ministries churn out every year governing trade law, hostile acquisitions, property rights, and the like! You got deals to make, stock to replenish, clients to satisfy, etcetera, etcetera and whatnot… What you need is a proper Barrister to keep you on the right side of the law, and I’m just the one to do it! Now, about my retainer fees…"
Daniel drove a hard bargain, and by the time Percy walked out of the Barrister’s office his purse was significantly lighter. However, if Clagett was half as good as he boasted, then his services should pay off handsomely the next time one of their crew got pinched, or when too much heat came down after a job, or for any other reason they might need legal expertise!
Tier 0 Asset. Cohort: Labourers.
Quote:
Originally Posted by Thalente
"There y' are, y' lump," coos a familiar grunt.
Thal lowers his weapon and regards Emmett No-Trunk, who watches from the doorway. "I've been keeping myself busy."
"No foolin', and with that pile of brine what hassled us."
"They're interesting people. I've told them they can call on Hutch's crew if they need pairs of arms."
Emmett spits on the filthy wooden floor. "Without my say-so? That's a fair pair of brass, ya ol' Sev. But if you're vouching, that's a fine thing I'll get into bed with. I got jobs for you. Hard ones. Prob'ly make you cry or piss y'self."
"I have fought for gods, remember?" Thal counters with a light smile. "I can work for your inflated ego as well." The two share a friendly laugh as they sit. Thal expects to be setting to sea again soon, but in the meantime he can refine himself. Anele does not reward idleness.
Right-click and "open as new tab" to view full-sized image!
The Lost value actions that protect the poor citizenry of Duskwall above all else. 0/6
At the end of each Score (after Downtime has been completed), for each item below, mark 1 xp (in your Playbook or an Attribute) or 2 xp if that item occurred multiple times:
You addressed a challenge with tracking or violence.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Insight Attribute, mark 1 xp whether you succeeded or failed.
Hunt: 2
Study: 1Insight: 2 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Prowess Attribute, mark 1 xp whether you succeeded or failed.
Skirmish: 1
Prowl: 1Prowess: 2 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Resolve Attribute, mark 1 xp whether you succeeded or failed.
Scoundrel Abilities:PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t always act in their own best interests. To reflect this, the GM or any other player can offer you a bonus die if you Accept a Devil’s Bargain. If you do this, you cannot Push Yourself in the same Action Roll. Common Devil’s Bargains include:
Collateral damage, unintended harm.
Sacrifice coin or an item.
Betray a friend or loved one.
Offend or anger a faction.
Start and/or tick a troublesome clock.
Add heat to the crew from evidence or witnesses.
Suffer harm.
The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. There might not be an interesting Devil’s Bargain in every situation. If one doesn’t occur to anyone right away, that’s fine.Accept a Devil's Bargain | You can use stress to push yourself for greater performance. If you Push Yourself you cannot Accept a Devil's Bargain in the same Action Roll. For each bonus you choose below, take 2 stress (each can be chosen once for a given action):
Add +1d to your roll. (This may be used for an action roll or downtime roll or any other kind of roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
Take action when you’re incapacitated. (See Consequences, page 30)
Push Yourself | When the team of PCs works together, the characters have access to four special teamwork maneuvers. See p134 for full definitions. The four maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will follow through on your action.
Teamwork | After factors are considered and the GM has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect. This kind of trade-off isn’t included in the effect factors because it’s not an element the GM should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situationTrading Position for Effect Hound Abilities:You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or trackingFocused
Use Stress to
Push Yourself (p13)
Resist a Consequence (p32)
When you mark your last Stress box you immediately suffer a Trauma (p13).
During Downtime you may indulge your vice for Stress relief (p156).Stress: 3/9 | When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been satisfied for the next downtime.
When you mark your fourth trauma condition, your character cannot continue as a daring scoundrel. You must retire them to a different life or send them to prison to take the fall for the crew’s Wanted Level. (See Retirement, page 43 and Incarceration, page 148)
For more rules on Trauma see page 13.Trauma:descriptive textVicious | When you fill your healing clock, reduce each instance of harm on your sheet by one level, then clear the clock. If you have more segments to mark, they “roll over.”
For more info on Healing and Recovery see page 155.Healing Clock: 1/4 | Personal Clocks:Progress: 3/4
When you’re impaired by harm in the top row (Severe Harm, level 3), your character is incapacitated and can’t do anything unless you have help from someone else or push yourself to perform the action.Need Help
2
Broken Ankle, N/A
Remove one die from your Action Roll for any action in which a Moderate Harm would apply.-1d
1
Black Eye, Hoarse Voice
Reduces the effect level of the PC’s action by one after all other factors are accounted for.Reduced Effect
After the Plan and Detail are in place, each player chooses their character’s load. This indicates how much stuff they’re carrying on the operation. They don’t have to select individual items—just the maximum amount they’ll have access to during the action. For more details, see page 57.
One unit of Coin in silver pieces or other bulk currency takes up one item slot for your load when carried.Load: 5, Normal | During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
4/5 load: Normal. You look like a scoundrel, ready for trouble.
6 load: Heavy. You’re slower. You look like an operative on a mission.
7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load, you are considered to always have them.Items:Fine, 2 Load
A finely crafted hunting rifle, deadly at long range, unwieldy in close quarters. Long rifles are usually illegal for private citizens in Doskvol, but you have (real or forged) military paperwork for this one.Fine Long Rifle | 1 Load
A bandolier of electroplasmic ammo, especially potent against spirits, but less effective against physical targets. The electrical charge is enough to stun a person, but does very little real harm. Several hits might incapacitate a human target. This ammunition is especially reactive in the ghost field—make a 4-clock called “Attention from the Spirit Wardens” and tick it for every operation in which this ammo was used.Electroplasmic Ammunition | Fine, Cohort (Expert: Hunter), 0 Load
Your animal companion obeys your commands and anticipates your actions.A Fine Trained Hunting Pet | 0 Load
A small arcane trinket that ghosts prefer to avoid.Spiritbane Charm
If you have a type of armor that applies to the situation you can mark an armor box to reduce or avoid a consequence, instead of rolling to resist. When an armor box is marked, it can’t be used again until it’s restored. All of your armor is restored when you choose your load for the next score.Armor Uses: Armor | Heavy | Special | Coin: 1 | Stash: 7
After setting up shop and getting a couple smuggling runs under their belt The Moonrakers find Gained a Contact!a fast friend in Nyelle. The woman runs a small, three room clinic in the middle of Coalridge's industrial park and sells the odd spirit to the crew now and then, whenever she loses a life and is able to bottle the ghost before the Spirit Wardens show up. Trafficking spirits in one's and two's is barely worth the profit, but Nyelle also hears rumors that circulate throughout the laboring district; shipments, times and amounts, security details... in exchange for a bit of extra legwork the gruesome nurse has more than made up for her limited business. She has made it quite clear from the beginning of their relationship, however, that under no circumstances are you to ask about the pins in her chest...
Nyelle is quite popular with Duskwall's Laborers, and as such The Moonrakers enjoy a Laborers: +1 Status gain!small bit of notoriety. She does have some baggage, however... The Billhooks have tried shaking her down for protection money on several occasions, only to have been rebuffed. They The Billhooks: -1 Status loss!take a dim view of anyone associated with her now!
It doesn't take long before The Moonrakers realize they have intruded upon another faction's territory. The Deathlands Scavengers have found profit in smuggling the wild, untamed spirits from out in the wastes and, knowingly or not, The Moonrakers have begun to snake a few low-level clients from them! Deciding it best to avoid the ire of a more powerful faction, they Deathlands Scavengers: No Status loss!pay a tithe to the Scavengers for selling to mutual clients.
Looking to Crew Upgrade: Quarters!outfit their abandoned lighthouse with accommodations for the whole crew, The Moonrakers strongarm their way through a few flophouses in Charhollow, loading up their boat with musty, outdated furniture; beds, linens, nightstands, tables, chairs, kitchen utensils, etc... The poor and the destitute that call that area home can do little to stop the crew, although The LostThe Lost: -2 Status loss!don't take too kindly to smugglers stepping on the less fortunate...
When it comes to their boat, Charon, safety is paramount. The ability to Crew Upgrade: Camouflage!keep it inconspicuous during smuggling runs would be a great boon. The Moonrakers turn to an unlikely faction for aid. In return for The Grey Cloaks: +1 Status gain!a shipment of "misplaced" leviathan blood to power their generators, The Grey Cloaks are able to provide the crew with a few key tips to give their vehicle a low-profile and escape the notice of The Bluecoats and other law enforcement agencies... most of the time.
Look: Debonair to an nigh-unfathomable degree, the man known as Percy Allan Blake — or just Percy for short — oozes a what seems to be a supernatural level of charm and grace. Indeed, with every spoken word there is a sly and affable grin, just as there is with every mono-eyed stare some underlying message hidden just beyond a dazzling glint. Oh yes, this one is charismatic to the point of predation; hold fast, for he is relentless and accustomed to getting what he wants when he wants it.
Though not very imposing physically, Percy is nonetheless tall and chiseled enough to stand on his own if need be. Most of his clothes, while elegant and pristine, show signs of wear and tear — a hole here, a frayed stitch there —but most assuredly they are well maintained and tailored to a meticulous specificity, for if this darling Beau is any one thing it is… particular. More still, aside from his damnable good looks, there are many eccentricities that make him hard to forget. At the front of his head rests a meddlesome streak of stark white that sullies a full head of color. Strangely, this only seems to add a dash of flair to his overall preternatural appeal.
Should the luxury of conversation befall another, it would become readily apparent that the man hailed from somewhere in the Southwest — the deep Southwest. His voice is very rich and holds a refined drawl like the kind heard amongst antebellum aristocrats and other assorted gentry of a bygone era. However, these superficial oddities pale in comparison to his most distracting peculiarity: a handsome eyepatch slung over his left; it stands in great juxtaposition to his otherwise sleek-and-refined persona, denoting just hint of the many roguish inclinations that lie beneath what has got to be the most beguiling presentation known to man.
A sharp tongue born into a world of vice and sin. Amongst them, the prodigal son.
Motivation: To make meaningfulpersonal connections.
Percy can be known and make known whenever and whatever he wants on most occasions; he can mix and mingle with the best of them; he can traipse up and down the social ladder as he pleases; he can connect here and there, near or far, people that others might write off for one reason or another as a lost cause — and so on and so forth!
Such is the life of a serial socializer, after all.
Day in, day out.
What he cannot do, however, is make any of these things last. At least, last in the sense that they become meaningful outside of the ethereal mire that is high-caliber socialization or business-like quid pro quo. In truth, Percy’s friends are actually more akin to acquaintances, regardless of how familiar or comfortable they might be; his connections to organizations or important people are… — well, just that… connections, for there is no deep root which cements him to any one person or group of people.
And this has become something of a problem for him on more than one occasion.
Still, while Percy is well aware of his short comings and their potential pitfalls, it’s all he can do to keep up the routine, lest the entire house of cards come crumbling down o’er head and leave him a mess beneath.
Heritage/Background:Military/Doskovol.
Though terribly cliché, it must be said that, publicly, Percy’s history is somewhat vague and mysterious — this is by design. What he has told one person is often not exactly the same as what was told to another. Heck, sometimes, when the mood strikes (or he’s feeling rather scandalous), it can be downright contradictory.
That said, all good lies have a bit of truth sprinkled therein.
Percy is very proud to reside in Doskovol… for some reason, though where he picked up the colorful accent is anyone’s guess. More to the point, for those versed enough in bull-hockey to pick the fact from fiction, they would surmise that Percy is, in fact, from Doskovol and has likely spent the majority of his life around the middle-to-upper echelons; for those who simply cannot help but pry, most notably, there exists a record of his enlistment in the armed forced under a different last name, Croft. The record indicates that Percy served a short stint as a low-rung, commissioned officer before receiving a dishonorable discharge. The reason for which is listed as but two words: “Officer Misconduct”.
Still, whatever skeletons Percy might have in the closet, now-a-days, there’s one thing that’s for certain: the man gets around — like, around around. He’s always floating in and out of circles, parties, dinners, soiress, some-such other events, like the little social butterfly that he is! If there is a black cloud looming over head then by golly gosh he’s oblivious to the impending rain, else he wouldn’t smile so brightly or laugh so deeply.
Yet, necessity begs of him that he do many unscrupulous things in the name of food and coin. Per chance, Percy enjoys it; per chance, it’s an excuse to hone persuasive skills that border on sociopathic; or, per-friggin-chance, the guy’s just looking for another scene to crash in hopes that this one, finally, might be the one to stick.
Vice/Purveyor:Pleasure.
Percy delights in anything that might provide him with the opportunity to gratify himself socially.
He’s a people-person — a people pleaser, more specifically — and cannot help but schmooze, suck up, flatter, jest with, or playfully jape at, others when given the opportunity. He will gather around the surly men taking bets on bare-knuckle boxing down by the docks, just to ingratiate himself with the scummy underclass which frequent the joint; he will dance with the hideous daughter of that certain political official at the midnight soiree, just to earn points with her lofty old man; and, most importantly, he will get the last word in edge-wise, even if he has to pen a blasted letter to you after the fact just to see it done properly (don’t tempt him)!
Dangerous Friends:
Friend: Madame Chesiree Dumoux – Escort/Consort: Is it truly surprising that someone such as Percy might frequent, or know someone who does frequent (ergo, frequent by proxy), an establishment of ill repute? Well, frankly, the Black Gate Bordello, where Madame Dumoux plays mother goose to a slew of high-class escorts, is everything but a house of ill repute — a den of debauchery, sure; ill repute, no!
Percy met Chesiree on a fluke. He was attending a — shall we say, bachelor party? — at the bordello with a colleague before a miscommunication about the price for certain services rendered brought the fiery-headed Madame’s fury down on another member of the party. It took an entire night of skillful placating for the Beau to see the dispute resolved. In the end, not only did Percy spare his lot the fury of a flop house scorned but he also managed to earn the favor of a woman whose web is spun oh so very, very wide.
But gracious was his jaw sore by the end of it…
From all that pleasant conversation, of course!
Rival: Commandant Alister G. Hawthorne – Military Official Commandant Hawthorne is the man who oversaw Percy’s dishonorable discharge and, thereafter, made it his personal goal to try and see the youth ostracized from higher society. Even under his new name, no matter how air-tight or confident Percy might be at any given point in time, he always makes certain to avoid any groups or circles that might run in lock-step with the old Warhawk’s own. While this bit of paranoid precaution has put a hard cap on the Beau’s social net worth, it seems he’s more than comfortable settling somewhere on the lower rungs if it means not chancing the spiteful ire of the Commandant.
You can't win 'em all...
Role-Playing Samples:
Going so far back as when they had crossed the waterfall bridge, the entire journey up to this point had seen Meiji occupied by a deep, contemplative silence that was so very, very unlike him; uncharacteristic, undoubtedly, and, perhaps, a bit unsettling given how stern his idle expression had become.
But still... the bakemono had successfully guided them through all the sharp and winding paths, through eerie, vacant villages — which brought to the Lordling's mind terrible thoughts of his own neglected domain; thoughts which he was quick to quell, lest they unnerve him any further and steal his focus for encounter to come — and, finally (fatefully), to the doorstep of the Demon Daimyo, whereupon an unholy coterie beckoned him within.
Meiji took a moment to simply stare, to find in his body and spirit the necessary will and determination to proceed, before wheeling a leg over saddle and dismounting proper.
"Take care of her," he bid of Jun, handing over the horse's reins before then pressing something else into boy's palm, subtly. "And stay vigilant, translation: boku no göshi (bo-ku no gö-se); my lowborn samurai (lit: my village / country samurai)ぼく の郷士. If ever there was a time to test your mettle..." The words trailed off, but only for a second, enough so that the young daimyo-to-be could meet eyes with Tsuyui and Sophie, to then continue with, "... or prove yourself a true Tenkan. It is now."
Meiji grabbed the odachi stuck comfortably between saddle and steed before turning to face the ominous lot of shadowy oni that awaited him. Another long moment passes. An evening breeze rolls in. And then he proceeds forward, resolute.
Yet, halfway there, something caused him to stop and peer back at the rest of the party — nay, at Turushno in particular, had to be!
translation: osewa ni narimashita (ose-wa ni na-ri-ma-shi-ta); a thank you with gratitude to the point of implying a debt (lit: thank you for helping me.)"お世話になりました."
Meiji disappeared after that, making his way into the demon's lair.
It wasn't exactly Simon's game of choice but Corinne knew what she was doing by challenging him. The boy was too stubborn and strong-willed to ever turn down an opportunity to prove his superiority, even when said contest came at the behest of a spoiled-apple like this... this... heartbreaking-pirate-to-be!
Thankfully, regardless of Simon's unfamiliarity with Sava, he could put up a good front — a poker face, if you will. Wag, however, seemed to take to the game like a natural. It gave the youth some room to breathe, and, most importantly, allowed him to fixate on eliminating his opponent (the only opponent in his mind), Corinne. She had always been good at games, especially those of a — ahem — social variety, but there wasn't an actual game around that Simon could lose... at least not to the likes of someone like her, a two-timing, no-good...
"Do you remember the time we first met?" Simon's warrior began crashing through Corinne's gates, routing whomsoever stood in its path. "I caught you sneaking into some loanshark's office window while I was kicking in the door, and we fought, and wrestled, and... "
Behind the Warrior, moving in lock-step with her fated companion, Simon's Priestess supported the rampaging efforts which tore down defenses both dwarven and sea-fairing.
"Anyhow, we were both so distracted that neither of us left with what we came for. Well, that's not exactly true. You got what you wanted, at least." Simon transitioned his Warrior into a square that spelled certain doom upon his opponent's next turn; it clacked on the board with gusto! "Still, I'll never forget what you whispered into my ear that night, softly, sweetly..."
The Warrior stood surrounded by foes on all sides, but with the guidance of his Priestess surely he would prevail, surely! But the Priestess was no longer there. The Warrior had been thrown to the wolves, a sacrificial lamb.
"You said, and I will always remember this: you're making a mistake."
Corinne jumped at the opportunity and fell straight into Simon's trap, too eager to rake and claw, too eager to cause injury lest she be injured herself. When the Warrior fell, abandoned by its ally, the Priestess's gambit was complete and she took two birds with one stone, securing vengeance for the fallen and overthrowing the house et all.
"I don't make mistakes anymore, Ms. Darkwater."
The game concluded, Simon glanced between all those present (and all those waiting in the wings), unnerved, almost expecting a brawl to commence regardless of their decisive outcome, but he waits, patiently, hoping for the best.
"Now, about Floon. What do you know?"
Do you have access to the BitD rulebook? I do, actually. I have yet to sit down and actually dig through anything beyond the character creation, but I think getting into the game would be a good excuse to do exactly that.
Have you played BitD before? I have not, but it has been on my radar for some time and I'm excited at the prospect of finally getting to. I catch on pretty quick and try to make up for my lack of mechanical knowledge with more in-depth posts from a roleplay perspective.
Alias: Beau | Scoundrel:Playbook XP: 0/8
At the end of each session, for each item below, mark 1 xp (in your playbook or
an attribute) or 2 xp if that item occurred multiple times.
Every time you roll a desperate action, mark xp in that action's attribute
You addressed a challenge with deception or influence.
You expressed your beliefs, drives, heritage, or background
You struggled with issues from your vice or traumas during the session.
XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Insight Attribute, mark 1 xp whether you succeeded or failed.
Study: 1 Insight: 1 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Prowess Attribute, mark 1 xp whether you succeeded or failed.
Finesse: 1 Prowess: 1 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Resolve Attribute, mark 1 xp whether you succeeded or failed.
Scoundrel Abilities:PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t always act in their own best interests. To reflect this, the GM or any other player can offer you a bonus die if you Accept a Devil’s Bargain. If you do this, you cannot Push Yourself in the same Action Roll. Common Devil’s Bargains include:
Collateral damage, unintended harm.
Sacrifice coin or an item.
Betray a friend or loved one.
Offend or anger a faction.
Start and/or tick a troublesome clock.
Add heat to the crew from evidence or witnesses.
Suffer harm.
The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. There might not be an interesting Devil’s Bargain in every situation. If one doesn’t occur to anyone right away, that’s fine.Accept a Devil's Bargain | You can use stress to push yourself for greater performance. If you Push Yourself you cannot Accept a Devil's Bargain in the same Action Roll. For each bonus you choose below, take 2 stress (each can be chosen once for a given action):
Add +1d to your roll. (This may be used for an action roll or downtime roll or any other kind of roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
Take action when you’re incapacitated. (See Consequences, page 30)
Push Yourself | When the team of PCs works together, the characters have access to four special teamwork maneuvers. See p134 for full definitions. The four maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will follow through on your action.
Teamwork | After factors are considered and the GM has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect. This kind of trade-off isn’t included in the effect factors because it’s not an element the GM should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situationTrading Position for Effect Slide Abilities:You can always tell when someone
is lying to you.Like Looking Into a Mirror
Use Stress to
Push Yourself (p13)
Resist a Consequence (p32)
When you mark your last Stress box you immediately suffer a Trauma (p13).
During Downtime you may indulge your vice for Stress relief (p156).Stress: 0/9 | When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been satisfied for the next downtime.
When you mark your fourth trauma condition, your character cannot continue as a daring scoundrel. You must retire them to a different life or send them to prison to take the fall for the crew’s Wanted Level. (See Retirement, page 43 and Incarceration, page 148)
For more rules on Trauma see page 13.Trauma:descriptive textN/A | When you fill your healing clock, reduce each instance of harm on your sheet by one level, then clear the clock. If you have more segments to mark, they “roll over.”
For more info on Healing and Recovery see page 155.Healing Clock | Personal Clocks: N/A
After the Plan and Detail are in place, each player chooses their character’s load. This indicates how much stuff they’re carrying on the operation. They don’t have to select individual items—just the maximum amount they’ll have access to during the action. For more details, see page 57.
One unit of Coin in silver pieces or other bulk currency takes up one item slot for your load when carried.Load: 3, Normal | During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
4/5 load: Normal. You look like a scoundrel, ready for trouble.
6 load: Heavy. You’re slower. You look like an operative on a mission.
7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load, you are considered to always have them.Items:Fine,
While not necessarily from the most prestigious or on-trend designers, this ensemble is put together well enough that it looks more luxurious than it really is. It's all in how you wear it!Fine Clothes & Jewelry | Exotic
No-nonsense, discrete, and perfect for making sure you really stick a sucker punch! These knuckles are a non-descript favorite of rogues and back alley brigands alike Brass Knuckles | Fine,
For when Lady Luck refuses to grant you her boon! Sometimes you have to force her hand. Don't worry, she'll come around eventually...Fine Loaded Dice
If you have a type of armor that applies to the situation you can mark an armor box to reduce or avoid a consequence, instead of rolling to resist. When an armor box is marked, it can’t be used again until it’s restored. All of your armor is restored when you choose your load for the next score.Armor Uses: Armor | Heavy | Special | Coin: 0 | Stash: 0
Last edited by Chylopan; Jan 11th, 2022 at 11:04 AM.
Select another special ability when this track is fullPLAYBOOK TRACK
X
X
X
X
X
X
O
O
SPECIAL ABILITIES
X
Physicker: treat wounds and/or tinker with bodies; study a malady or body; crew gets +1d to their healing treatment rolls
Every time you roll a desperate action, mark XP in INSIGHT hereINSIGHT
X
O
O
O
O
O
X
O
O
O
Hunt
X
O
O
O
Study
O
O
O
O
Survey
X
X
O
O
Tinker
Every time you roll a desperate action, mark XP in PROWESS herePROWESS
X
X
O
O
O
O
X
O
O
O
Finesse
O
O
O
O
Prowl
O
O
O
O
Skirmish
X
O
O
O
Wreck
Every time you roll a desperate action, mark XP in RESOLVE hereRESOLVE
O
O
O
O
O
O
X
O
O
O
Attune
O
O
O
O
Command
O
O
O
O
Consort
X
O
O
O
Sway
FRIEND
RIVAL
Stazia, apothecary
Malista,priestess
Name: Erden (to a very few)
Alias: Khunbish
Playbook: Leech
Look: His wiry physique and brown skin speak of his Iruvian origins. His hair is black & braided, down to his shoulder blades. He normally wears high-neck and long-sleeve clothing to hide the chemical burns and stains; he keeps a bushy moustache and a trim beard. He doesn't dress so as to attract notice most of the time, favoring open-tip gloves, sweaters, workman's trousers and boots when on the streets.
Motivation: Money for his efforts to contact his mother's spirit, if it survived. Money to learn about the Iruvian heritage and possible family connections inherited from his mother. Did I mention money and mommy?
Heritage/Background: Erden was the only(?) son of a courtesan in the city of Sunfall. His mother, Iwe Tatenda, said his Iruvian father Talib Tatenda was a sailor, and that he died at sea leviathan hunting while he was just a babe. The people around Erden treated him like a fatherless bastard though, so he didn't believe her. Erden lived and worked in an inn by the apartment where his mother met her clientele. His was a lonely childhood, spent with books and occasional tutors.
How his mother got him into the imperial academy in Sunfall, he never knew for sure. He did know that in addition to her upscale clients, she had ‘fits’ when she would speak in strange tongues. She also had creepy visitors who spoke Tycherosi and Iruvian. He didn’t need her warnings that no one could find out about her fits or her ‘friends.’ But someone did, because she was arrested and sentenced to death for treason. Erden barely escaped capture, and fled to Doskvol, a place his mother had spoken of with hope for a better life. How she could have felt hopeful about this hellhole he has no idea.
Yet she had been clear; their family's past and future were tied to Doskvol, and she promised that if he had to flee alone--and he would--that she would meet him there no matter what.
Khunbish has been making a living as a back alley physicker and tinkerer but he is frustrated; he needs money and connections. He still tries to keep a low profile (at least until he can gain enough patronage/status) so he can't seek direct employment among the educated and wealthy. So he has decided to seek partners in riskier, lucrative work.
Vice/Purveyor: (Weirdness) Erden consorts with psychics, witches, and the like in hopes of contacting his dead mother’s spirit, out of love, guilt, and a desire to know about his heritage. Mesi, a spiritual medium in Six Towers, is an on-again, off-again lover and ‘consultant.’
Dangerous Friends: Stazia is an apothecary in Six Towers. The cranky old man has some respect for Khunbish since the later will medically treat the urchins of the neighborhood as best he can for token payments, not that the geezer would admit it aloud. The leech and the apothecary have soft spots for orphans, but both know better than to articulate the 'weakness.'
The priestess Marlista, on the other hand, nurses a definite grudge that she doesn't admit to publicly. The leech applied his expertise to help in construction of a flesh-golem, to be used in her cult's rites. All well and good, but he spurned both her bed and her cult, insisting on the money he was promised. If he hadn't arranged for a possible PC tie-in?cutter to pick him up from the site the golem was assembled, it would have been an ugly scene. As it was, he embarrassed her in front of the cult. She hasn't tried for revenge, and he's hoping she will be 'reasonable' since he could still be useful.
Role-Playing Samples:
He had almost refused Marlista’s demand for help. But he needed money, including the money she owed him. He had insisted that the other half he was due from the previous ‘project’ be delivered before he would consent to discussing anything further. When they finally met he laid out several conditions, and she had gotten angry enough that he almost lost his nerve, almost apologized. But Khunbish was done deferring to minor predators like the priestess. He had played it 'safe' too long. That's no way to play this game, and no way to live.
Instead he leaned forward over the café table, their noses inches apart. His eyes were hard, his shoulders squared, though his hands gripped the table. "Enough," he said speaking in a tone that was both a hiss and a whisper. "I’ve kept every promise I ever made to you. You think I’m afraid to explore the mysteries of the dead without you, so afraid that I will meekly take my place as your cur if you cuff me soundly enough? I don’t think so, Marlista. I think you keep coming back to me because you’re afraid to risk trusting another back-alley physicker in projects that would earn you the noose if the Inspectors learned too much."
Her eyes narrowed as he leaned back, though she kept her face impassive. "No, that wasn’t a threat, it was reminder of why you need me. I am no less trustworthy than I was, my silence will not be broken. But you will pay me promptly on completion, or we will not work together, ever."
Her face stayed impassive a few moments longer, and then she smiled. She sipped her tea, then reached across to hold his hand, as if they had been lovers quarreling. Khunbish did his best to relax, cradling her hand in both of his, trying to lessen the attention he had drawn to them. It wasn’t easy; the smile that was in her eyes was far colder than the one on her lips. "Your bravado doesn’t fool me boy," she whispered. "All right, we will do it your way. But I warn you that if you ever throw a tantrum at me again, ever, you will beg for your death." She looked into his eyes. "Understand?" He smiled back and nodded, and she felt grudging respect for the composure he was showing. She didn’t know how many hours he had spent practicing what to say with a mirror, practicing his facial expressions while visualizing her icy eyes.
It was approaching dawn, but he was finishing the last few stitches on the golem at last. The creature had come together from various body parts, the skin tones of the alchemically preserved flesh showing that the ‘contributors’ were from throughout the Empire. An interesting metaphor for Duskwall, Khunbish reflected, and smiled. He had worked long through the night under the electric lights of the large, rusty building. Marlista had stayed with him and observed, her followers milling about near the back doors impatiently. She had started the night stiff and nervous, pacing with arms crossed. But that had changed as the work progressed, confidence flowed into her face and body language. He had advised the dark priestess over the past month on how and where to join muscles, tendons, bone, drawing diagrams he knew she would recopy for use in a dark ritual. He had even consulted on the materials to use for stitching the golem together. And now...
"Done," he pronounced. He placed the final bag of silver in his coat. "Would you like to examine the stitches?"
"No, I can see you have done your usual work," she said coolly. "Now, would you care to tell me why I should let you walk out of here unharmed?"
She even asked it the way I expected. And she only threatened harm, not death. Maybe I am getting better at this."I promised to stay silent. I didn’t promise not to take out insurance. But you are a zealous servant of your goddess, so you might not care if you die." Then he took out his pistols, one aimed at the sheet metal warehouse wall, the other aimed at the golem’s skull.
"STOP!" For the first time he saw her panicked. When he had insisted on coming armed, she hadn’t considered that he would threaten the golem. Or that sheet metal doors would ring like a gong if they were shot. "I’ve kept our deal. Just take your silver and go!"
"I’m sorry to have upset you, but you did ask that question. Don’t try to get between me and the golem or I will shoot." He walked calmly to the front, still aiming at the golem, and whistled. 2 short knocks and a quick whistle answered. "Time to go," he said calmly, tilting his head respectfully to the priestess and trying not to let his relief show. The front door opened, and Khunbish exited. The followers of She Who Feeds finally rushed in from the back of the warehouse to prepare the golem for transport. It wouldn't be long before the next guard shift arrived, and they hadn't been bribed.
The front door closed and Khunbish's bravado evaporated. He let out his breath in a whoosh, and his legs quivered, to the amusement of his companion. He gave a weak smile but shook the purse of silver just enough to confirm the payment, and his associate's smile became one of approval as they entered the carriage. A long nap, a meal, and a bath he decided, swaying slightly as the horse's steady 'clip-clop' rhythm helped him relax, and this evening I will see a girl about a ghost.
Do you have access to the BitD rulebook? Yes, I have a copy of the book.
Have you played BitD before? I played it on RPGX but the game died when the GM ghosted I ran a BiTD campaign in meat-time for about 9 months; it went pretty well, though I have an obvious bias.
__________________
- Real Life has gone berserk; taking an indefinite leave from PBP. Thanks for the memories :)
Last edited by Solitaire64; Jun 8th, 2022 at 03:46 PM.
Reason: updated character sheet
tending toward gangly with strong features and an unkempt beard. When among strangers, he covers his face, as, hailing from the dagger isles, his features are unusual in Duskwall. He wears clothes of a style that might help him fit in, tending towards fabrics with bold geometric patterns.
Personality: Kink has a reputation for being calm under pressure although it’s just a facade. Underneath he stresses a lot about how people see him and about the malevolent ghost tracking him. To compensate for his stress he likes to drink and take drugs, and just forget about his worries.
Some people feel that this calm is unsettling. He takes a long pause to consider direct questions. If he dislikes someone he might pause longer than is socially appropriate, while watching them intently.
Kink adopted his mother and father’s assertiveness that came from managing the staff of the claid merchant business. When kink is feeling confident, or after a few rums, he might use his deep booming voice to make sure gets what he wants. But only in a familiar environment. We all know what happens to cocky Dagger Islanders in Doskvol…
Kink has a cruel sense of humour and likes to play tricks and bully people, especially those that he perceives are no match for him. He might tell someone the bluecoats are coming for them, and when they spring from their chair, laugh and tell them he was just kidding. "No, seriously. they’re not coming for you. Although i heard they wanted you over the six towers job…" -laughs- "That wasn’t you right?" and on and on, sometimes until something breaks.
Having had no firm allies since his parents until arriving in Duskwall, he’s transferred his fierce loyalty to them. He'd rather suffer pain and humiliation than give his friends up. They’re his family now (although he’s not above teasing them too).
Motivation: Kink is a bounty-hunter, and has moved from one bounty to the next, forever on the run from the ghost that hunts to end his bloodline. He hopes to make allies in the city that can help keep him safe. If he had a hope, it would be that he'd be prosperous as his parents were before.
How did you become a scoundrel?
A furious ghost inflicted its hatred upon his family, possessing his mother and killing his father. A much younger kink was lucky to escape with his life.
Meeting with an elder, he learned that the ghost yearned for his young heart, and was pursuing him. Kink has been on the run ever since.
When he arrived behind the lightning walls of Doskvol, he thought he’d be safer. He also lost himself in the throng and found a hideout with his new friends. He hoped to make a success here; he needed coin for his vice, but he also envisaged a free future where he needn’t fear the ghost, and he could operate some kind of successful endeavour as his parents had.
In the mean-time, he’d done a lot of things he’d rather forget. Abuse, torture, betrayal, murder. Anything to get by, survive and earn the precious coin that would keep him safe and satiated.
Dagger Islander Bounty HunterHeritage/background: Kink came from taking inspiration here from caribbean and islander
traditions, as per the imagesthe dagger isles, born to a merchant family. He knew the mountains, jungle, swamp, beach, ocean and watercraft of mistport. His family were nature lovers and arcanists, in touch with the natural and spirit world. His mother and father both knew the power of ghosts and demons, and the rites and observances to keep them and their crew safe.
Vice/Purveyor:Kink's vices: i think in-game i wouldn't
need to say much more than,
"he went out and did some strange
and kinky stuff while he was really stoned!"
no need for further details!Pleasure. Proprietor and Madam Remora, of the Doughty Ginger in the docks, provided all that kink might want. He enjoyed all manner of vices in unison: sexual partners, dream smoke, black lotus and drink in equal heady volume. The doughty ginger was rumoured to have been named after a bouncer and sex worker who was large, strong, orange-haired and vigorously refused ill treatment at the hands of one of their clients. The establishment now has a zero tolerance to anyone who might engage in violence against their employees.
Dangerous friends: Casta, a rival Bounty-Hunter operating in the city. They crossed paths on a bounty and neither was able to complete the score due to the competition. The bluecoats became involved and both cursed each other as they were forced to suspend their operations for a time under a cloud of investigation.
Stazia, an Apothecary in the Docks, acknowledges kink’s heritage and knowledge of the spirit world and ghost field. They see in each other a kindred spirit, not whispers as such, but deeply attuned to the spirit-world.
Hunting pet: Kink's constant companion in his travels has been think "My Teacher the Octopus"
mutated, murderous and enlargeda giant cephalopod he affectionately calls Damballa. Damballa's tentacles, mutable form and camouflage make her the perfect spy and scout. She's also strong enough to drag a victim into the water and drown them. When excited, she pulses vivid bands of bright blue, purple and red.
Alias: Kink | Scoundrel:Playbook XP: 0/8
At the end of each Score (after Downtime has been completed), for each item below, mark 1 xp (in your Playbook or an Attribute) or 2 xp if that item occurred multiple times:
You addressed a challenge with tracking or violence.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
Vice/Purveyor:Pleasure. Proprietor and Madam Remora, of the Doughty Ginger in the Docks, provided all that kink might want. He enjoyed all manner of vices in unison: sexual partners, dream smoke, black lotus and drink in equal heady volume. The doughty ginger was rumoured to have been named after a bouncer and sex worker who was large, strong, orange-haired and vigorously refused ill treatment at the hands of one of their clients. The establishment now has a zero tolerance to anyone who might engage in violence against their employees.The Doughty Ginger in the Docks | Deadly Friends:Enemy
A rival Bounty Hunter operating in the city. They crossed paths on a bounty and neither was able to complete the score due to the competition. The bluecoats became involved and both cursed each other as they were forced to suspend their operations for a time under a cloud of investigation.Casta, a rival Bounty Hunter | Friend
Cascabel acknowledges kink’s heritage and knowledge of the spirit world. They see in each other a kindred spirit, not whispers as such, but deeply attuned to the spirit-world.Cascabel, an Apothecary
XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Insight Attribute, mark 1 xp whether you succeeded or failed.
Hunt: 2
Study: 1Insight: 2 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Prowess Attribute, mark 1 xp whether you succeeded or failed.
Prowl: 1Prowess: 1 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Resolve Attribute, mark 1 xp whether you succeeded or failed.
Scoundrel Abilities:PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t always act in their own best interests. To reflect this, the GM or any other player can offer you a bonus die if you Accept a Devil’s Bargain. If you do this, you cannot Push Yourself in the same Action Roll. Common Devil’s Bargains include:
Collateral damage, unintended harm.
Sacrifice coin or an item.
Betray a friend or loved one.
Offend or anger a faction.
Start and/or tick a troublesome clock.
Add heat to the crew from evidence or witnesses.
Suffer harm.
The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. There might not be an interesting Devil’s Bargain in every situation. If one doesn’t occur to anyone right away, that’s fine.Accept a Devil's Bargain | You can use stress to push yourself for greater performance. If you Push Yourself you cannot Accept a Devil's Bargain in the same Action Roll. For each bonus you choose below, take 2 stress (each can be chosen once for a given action):
Add +1d to your roll. (This may be used for an action roll or downtime roll or any other kind of roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
Take action when you’re incapacitated. (See Consequences, page 30)
Push Yourself | When the team of PCs works together, the characters have access to four special teamwork maneuvers. See p134 for full definitions. The four maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will follow through on your action.
Teamwork | After factors are considered and the GM has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect. This kind of trade-off isn’t included in the effect factors because it’s not an element the GM should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situationTrading Position for Effect Trained Hunting Pet:Tier 1 Cohort (Expert: Hunter)
Your animal companion obeys your commands and anticipates your actions.
Edge: LoyalFlaw: SavageDamballa Hound Abilities:Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability.
Mind-link: allows the pet and hunter to share their senses and thoughts telepathically.Ghost Hunter
Use Stress to
Push Yourself (p13)
Resist a Consequence (p32)
When you mark your last Stress box you immediately suffer a Trauma (p13).
During Downtime you may indulge your vice for Stress relief (p156).Stress: 0/9 | When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been satisfied for the next downtime.
When you mark your fourth trauma condition, your character cannot continue as a daring scoundrel. You must retire them to a different life or send them to prison to take the fall for the crew’s Wanted Level. (See Retirement, page 43 and Incarceration, page 148)
For more rules on Trauma see page 13.Trauma:descriptive textnil | When you fill your healing clock, reduce each instance of harm on your sheet by one level, then clear the clock. If you have more segments to mark, they “roll over.”
For more info on Healing and Recovery see page 155.Healing Clock: 0/4 | Personal Clocks:Progress: 0/8
When you’re impaired by harm in the top row (Severe Harm, level 3), your character is incapacitated and can’t do anything unless you have help from someone else or push yourself to perform the action.Need Help
2
Broken Ankle, N/A
Remove one die from your Action Roll for any action in which a Moderate Harm would apply.-1d
1
Black Eye, Hoarse Voice
Reduces the effect level of the PC’s action by one after all other factors are accounted for.Reduced Effect
After the Plan and Detail are in place, each player chooses their character’s load. This indicates how much stuff they’re carrying on the operation. They don’t have to select individual items—just the maximum amount they’ll have access to during the action. For more details, see page 57.
One unit of Coin in silver pieces or other bulk currency takes up one item slot for your load when carried.Load:5, Normal | During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
4/5 load: Normal. You look like a scoundrel, ready for trouble.
6 load: Heavy. You’re slower. You look like an operative on a mission.
7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load, you are considered to always have them.Items:Fine, 1 Load
A matched pair of handguns, made for greater accuracy, with double barrels that allow for two shots before reloading. Manufactured by C&P Malitz engraved on the grips with the company motif of a crossed blade and pistol over a flag.Fine Pair of Pistols | Fine, 2 Load
A finely crafted hunting rifle, deadly at long range, unwieldy in close quarters. Long rifles are usually illegal for private citizens in Doskvol, but you have real military paperwork for this one, which belonged to his Father.Fine Long Rifle | 1 Load
A bandolier of electroplasmic ammo, especially potent against spirits, but less effective against physical targets. The electrical charge is enough to stun a person, but does very little real harm. Several hits might incapacitate a human target. This ammunition is especially reactive in the ghost field—make a 4-clock called “Attention from the Spirit Wardens” and tick it for every operation in which this ammo was used.Electroplasmic Ammunition | 0 Load
A brass tube with lenses that allow long-distance vision. Collapsible. May attach to a rifle.Spyglass | 0 Load
A small arcane trinket that ghosts prefer to avoid.Spiritbane Charm
If you have a type of armor that applies to the situation you can mark an armor box to reduce or avoid a consequence, instead of rolling to resist. When an armor box is marked, it can’t be used again until it’s restored. All of your armor is restored when you choose your load for the next score.Armor Uses: Armor | Heavy | Special | Coin: 0 | Stash: 0
At the end of each Score (after Downtime has been completed), for each item below, mark 1 xp (in your Playbook or an Attribute) or 2 xp if that item occurred multiple times:
You address a challenge with stealth or evasion.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
Vice/Purveyor:A tavern of dubious reputation but raucous atmosphere. Run by Pux Bolin, a shrewd Skovlander who speaks softly despite the rowdy surrounds - and yet most strain to listen.Harping Monkey, Nightmarket | Shady Friends:Friend
Ky has had several lovers, but the minor nobleman's wife Roslyn is her most regular paramour. Trapped in a loveless marriage with stagnant social currency, Roslyn has happily indulged in Ky's exuberance and the token thrill of an affair with a firebrand Iruvian, and Ky in turn has benefited from a noble woman's favour, but the two are growing bored with each other. Their tryst is slowly becoming defined by routine over passion, and although they still enjoy each others' company, they're both aware that their relationship is due for change - for better or worse. The Kellis estate is a small footnote to the former glory of northern Six Towers.Roslyn Kellis, her noble paramour | Enemy
Ky's father has a nominal position within the Ministry of Preservation, but this does not give Ky any political connections. If anything, it makes her more vulnerable. Bahman covets his status and has cut all ties with his daughter over her prior embarrassments, her abandonment of her studies being the final straw. There will be no favours here; if Ky gets her father's attention or causes him further embarrassment, he will move quickly to insulate himself from scandal - even if it means ensuring she doesn't trouble him further. He lives in Charterhall, and is also known to visit Nightmarket frequently for exotic goods that remind him of his homeland.Bahman Zargari, her father
XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Insight Attribute, mark 1 xp whether you succeeded or failed.
Survey: 1
Tinker: 2Insight: 2 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Prowess Attribute, mark 1 xp whether you succeeded or failed.
Finesse: 1
Prowl: 2Prowess: 2 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Resolve Attribute, mark 1 xp whether you succeeded or failed.
Scoundrel Abilities:PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t always act in their own best interests. To reflect this, the GM or any other player can offer you a bonus die if you Accept a Devil’s Bargain. If you do this, you cannot Push Yourself in the same Action Roll. Common Devil’s Bargains include:
Collateral damage, unintended harm.
Sacrifice coin or an item.
Betray a friend or loved one.
Offend or anger a faction.
Start and/or tick a troublesome clock.
Add heat to the crew from evidence or witnesses.
Suffer harm.
The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. There might not be an interesting Devil’s Bargain in every situation. If one doesn’t occur to anyone right away, that’s fine.Accept a Devil's Bargain | You can use stress to push yourself for greater performance. If you Push Yourself you cannot Accept a Devil's Bargain in the same Action Roll. For each bonus you choose below, take 2 stress (each can be chosen once for a given action):
Add +1d to your roll. (This may be used for an action roll or downtime roll or any other kind of roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
Take action when you’re incapacitated. (See Consequences, page 30)
Push Yourself | When the team of PCs works together, the characters have access to four special teamwork maneuvers. See p134 for full definitions. The four maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will follow through on your action.
Teamwork | After factors are considered and the GM has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect. This kind of trade-off isn’t included in the effect factors because it’s not an element the GM should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situationTrading Position for Effect Lurk Abilities:You are not affected by quality or Tier when you bypass security measures.Infiltrator
Use Stress to
Push Yourself (p13)
Resist a Consequence (p32)
When you mark your last Stress box you immediately suffer a Trauma (p13).
During Downtime you may indulge your vice for Stress relief (p156).Stress: 0/9 | When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been satisfied for the next downtime.
When you mark your fourth trauma condition, your character cannot continue as a daring scoundrel. You must retire them to a different life or send them to prison to take the fall for the crew’s Wanted Level. (See Retirement, page 43 and Incarceration, page 148)
For more rules on Trauma see page 13.Trauma:None | When you fill your healing clock, reduce each instance of harm on your sheet by one level, then clear the clock. If you have more segments to mark, they “roll over.”
For more info on Healing and Recovery see page 155.Healing Clock: 0/4 | Personal Clocks: None
Lv
Harm
Effect
3
N/A
When you’re impaired by harm in the top row (Severe Harm, level 3), your character is incapacitated and can’t do anything unless you have help from someone else or push yourself to perform the action.Need Help
2
N/A
Remove one die from your Action Roll for any action in which a Moderate Harm would apply.-1d
1
N/A
Reduces the effect level of the PC’s action by one after all other factors are accounted for.Reduced Effect
After the Plan and Detail are in place, each player chooses their character’s load. This indicates how much stuff they’re carrying on the operation. They don’t have to select individual items—just the maximum amount they’ll have access to during the action. For more details, see page 57.
One unit of Coin in silver pieces or other bulk currency takes up one item slot for your load when carried.Load: TBC | During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
4/5 load: Normal. You look like a scoundrel, ready for trouble.
6 load: Heavy. You’re slower. You look like an operative on a mission.
7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load, you are considered to always have them.Items: TBC
If you have a type of armor that applies to the situation you can mark an armor box to reduce or avoid a consequence, instead of rolling to resist. When an armor box is marked, it can’t be used again until it’s restored. All of your armor is restored when you choose your load for the next score.Armor Uses: Armor | Heavy | Special | Coin: 0 | Stash: 0
Courtesy of Hero Forge
Name: Kyrah Zargari
Alias: Ky / Clear Ky
Playbook: Lurk (Secondary choices: Spider or Leech, in that order - only minor revision required)
Look: By Duskvol standards, Ky is not especially attractive, despite her exotic Iruvian skin; she's just a little too bony, her teeth seem a little too big for her jawline, and she can be obnoxiously loud-mouthed. She's barely into her twenties but is already starting to look more weathered than that. But she keeps a clean appearance and wears tasteful blouses only barely within her means, and that counts for a lot when she spends most of her time either on the fringes of Nightmarket, the salacious dives of Silkshore or her tenement in Charhollow. When 'out on the town' she turns heads for her intoxicated boisterousness; her full street name, 'Clear Ky', is both a remark on her sunny disposition when high on her indulgences, and a pun on how she borders on becoming 'clear as mud' when deep in fungal brew.
While she's a social butterfly in the broadest sense, she chooses her company. Her two key criteria are usefulness and entertainment - if you can provide a useful service, or make Ky laugh, you're good company. Do neither, and you'd better be buying drinks. Do both, and she'll shout a round to keep you in orbit. Having put up with some oddballs in the upper echelons of society who have the money to have their depravities marketed as eccentricities, Ky's tolerance for non-supernatural strangeness is moderately high, as long as she can keep it at arm's length, although her facade may crack quickly after repeated exposure or escalating threat.
Despite the flattering clothing, Ky rarely travels empty-handed. A puffy accessory can conceal slender tools; thick shoes for the rain-soaked cobbles can conceal a tiny knife. She has a long history of mischief, and usually has something on hand to allow her into the secret places of Doskvol, if she's so inclined. And with a devil-may-care attitude that easily sinks into agitated boredom, she is very often inclined. When equipping herself for a proper job, she has blouses with the frill and puff and dress cut away to prevent anything getting caught on a fence or doorway, while convincing herself she still looks stylish.
Motivation: Freedom
Ky has no love for the ties and obligations of being the cream of society, even while she covets the luxuries. She seeks to enjoy their pleasures while removing herself from responsibility. For now, that removal has cut her off from her old comforts, as her father has disavowed her.
Necessity has sparked a dormant work ethic in Ky, a chronic procrastinator as a student. She makes a living with idle labour, using her limited education and competent literacy for the occasional assistant or clerk occupation. She never lasts long. A job is not in her blood. More often, she hears idle talk about someone needing a less legitimate job done, and takes the initiative. Her former antics as a college student may not have taught her much, but she picked plenty of locks between classes - she knows how to get through a stubborn door and stay hidden.
Heritage/Background: Iruvian / Noble
Ky's family has some limited prestige. Her father is Iruvian lesser nobility, and carried his family to Doskvol ten years ago to pursue his elevation in political favour closer to the Imperial heartland.
Ky is the youngest of three children, and the only surviving scion; her bullish brother Amen was knifed in Silkshore over a debt to a brothel, and her sister Nadia vanished three years ago in mysterious circumstances. Their mother is sickly, and rarely leaves the family estate. Ky has spent as many years in Doskvol than in Iruvia, and learned from her brother's recklessness.
With additional pressure placed upon her to carry the family name, Ky was enrolled in the College of Imperial Science to study law and political science. She was a terrible student, made worse by her penchant for pranks - she was good at sneaking through the college and planting seeds of chaos for her own amusement. When she inevitably dropped out, her estrangement from her father was irrevocable.
Vice/Purveyor: Pleasure
Ky's youth was not luxurious by the standards of most faux-noble waifs, but she has fallen far from her childhood standards of comfort. For her, the pursuit of ecstasy reconnects her to better, more innocent days. She favours drink (frequenting multiple taverns such as the Harping Monkey in Nightmarket - she'll covet good cap wine if she can get it), carnal delights (spread across multiple dalliances and occasional visits to Silkshore) and the occasional bathhouse pampering (especially in Crow's Foot).
For now, she has a fairly solid control of these indulgences. Balance is tenuous, though. Her temperament is positive, but fragile. It may not take much to veer into desperate escapism, if misfortune piles upon her just as she's starting to crawl her way upward from her apparent nadir.
Dangerous Friends:
Friend/Ally: Roslyn Kellis. Ky has had several lovers, but the minor nobleman's wife Roslyn is her most regular paramour. Trapped in a loveless marriage with stagnant social currency, Roslyn has happily indulged in Ky's exuberance and the token thrill of an affair with a firebrand Iruvian, and Ky in turn has benefited from a noble woman's favour, but the two are growing bored with each other. Their tryst is slowly becoming defined by routine over passion, and although they still enjoy each others' company, they're both aware that their relationship is due for change - for better or worse. The Kellis estate is a small footnote to the former glory of northern Six Towers.
Rival/Enemy: Bahman Zargari. Ky's father has a nominal position within the Ministry of Preservation, but this does not give Ky any political connections. If anything, it makes her more vulnerable. Bahman covets his status and has cut all ties with his daughter over her prior embarrassments, her abandonment of her studies being the final straw. There will be no favours here; if Ky gets her father's attention or causes him further embarrassment, he will move quickly to insulate himself from scandal - even if it means ensuring she doesn't trouble him further. He lives in Charterhall, and is also known to visit Nightmarket frequently for exotic goods that remind him of his homeland.
Do you have access to the BitD rulebook? Yup!
Have you played BitD before? Nope! But I've perused the book before.
Look: Where wrinkles had begun to crack into his tarnished skin beneath and beside eyes that witnessed too much and too fast, it could be assumed that he's tired. Tired all the time. Maybe approaching middle-age. Maybe well into it. But his narrowed gaze and slightly furrowed brow suggest that he’s ever-maintained his sense of focus. He still slicks his oil-sheened hair back following years of practice, though it takes him less and less time now, as he has less and less for his image in the eyes of others. Still can't shake that "you can come talk to me" look, for some reason. The slender man, growing a slight paunch in recent years’ professional malaise, is rarely found without his longcoat anymore - once a prop for his stage persona, which at the beginning of every act he would immediately take off and casually throw off-stage - a subtle gesture to show he was formal and should be taken so seriously, but also was approachable. Likeable. Worth hiring again. Now he wears it and its raised collar always as if to keep the whole world out. Out of his way. Out of his business.
He can't help but look over either shoulder as he goes. Not just for the peppy new constable looking to pick him up on a debtor's due of all things. Pf. And not just for the next up-and-coming pickpockets who mistook him for some middle-esteem gentleman of leisure straying too far from Brightstone or Silkshore. He knew - perhaps not well, but well enough - the profane dangers of Doskvol. The incorporeal. The infernal. The unspeakable. He knew better than to hurry and show fear in his gait. But he knew better than to linger, too.
When he does speak - at least to other corporeal mortals, anyway - his voice is low. Sharp. Lingering. As if perpetually bemused by the most simple things before him. Bemused at how innocent they must be. How unawares. He hasn't lost his sense of humor from his early stage career, though now, his jokes are entirely dry and punctuated with a generous pinch of cynicism.
Strangely, he could sometimes be seen with a hint of smoke trailing from his person. Sometimes it was just the faint scent of ash. Or brimstone. Never smoked a day in his life, though. Huh. Odd.
Motivation: Forbidden knowledge. Amass magical power. If he has to throw in with criminals to fund his endeavors, or scheme a few plots to remove some obstacles, then so be it. It's not like he can walk into a store and purchase what he wants off the shelf. Money has become such a tedious concept anyways. To a lesser extent, he wants to protect his sister - currently a possessor spirit - from exorcists and demon hunters, and eventually, return her to life.
What Luigi doesn't know is that, after working with this crew for some time, they will be his strongest connections to remaining a part of the real world, to his own humanity, and not losing himself to his studies and The Worlds Beyond entirely.
Heritage/Background: A fading stage magician pretending not to be a real magician (Akoros / Trade: performer).
Luigi's parents were simple folk who came who came to Doskvol from beyond its barriers. They hailed from the south of Akoros with the surname "Forner", migrating north while Luigi and his sister, Vivica, were still children. At some point in their life, their mother was imprisoned. Their father fell ill and attempted to return home to the south, though they didn't hear from him again.
For all the horrors rumored to be in the world, Luigi found them fascinating. The closest he could come to real magic was tricks: sleight of hand, smoke bombs and sparklers, and lots of mirrors. He kept with artists as a young adult and found for himself a career as a stage magician, changing his name from "Forner" to "Fortunado". (It didn’t really translate to “Fortune”, but it had more syllables and sounded well enough as far as these native-northerners would know.) Thus, the Mysterious Fantastic Signore Fortunado! was born. A means for him to make an honest living, play with magic (as much as he could, anyways), and bring a smile to his mostly-child-aged audiences. It was good, for a time. But you can only put so many spins on the same tricks. And there were plenty who took no joy in faux-supernatural, knowing the real destruction of the very real eldritch horrors in the world. As the years went on, his debts increased, the joy in his audience's eyes waned, and where it did shine through, it didn't take hold in his heart anymore. Luigi spent some years going through the motions, but it simply wasn't the same.
His sister Vivica perished unexpectedly during this time. A mugging. A completely senseless act of violence. In the aftermath of the funeral - a dreary occasion with meager attendance - Luigi found himself grief-stricken and pouring through his late sister's belongings. Poultices from her place of work - an apothecary. An old hat from their imprisoned mother. An old, heavy tome wrapped in spongy leather.
An old tome? In short time, he'd found that Vivica was, for some reason, in possession of a book of forbidden magicks. In a fit of obsession and bitterness, he was consumed with this strange thing and stumbled across in its pages the very most profane: a ritual to bring back the dead. It failed spectacularly, of course, cursing Vivica into the half-life of one of Doskvol's many wandering possessor ghosts. Wracked with guilt and consumed with this new fold of surreality, Luigi returned to the stage with an unusual vigor during working hours, and under true night, began his search through Doskvol's underbelly for all other arcane secrets that'd been kept hidden, as well as the means to attain them...
Vice/Purveyor: Obsessed with the occult (Weird: antiquing) as satiated by Chrysopompe the Antiquities Dealer (Purveyor).
Luigi has a hard time passing by rumors of little fetishes from strange lands, or trinkets associated with some paranormal event. Sometimes it's enough for him to stroll through the market or pawnshops, indulging in a bit of perusing to see what catches his (third) eye. There's a bit of novelty in it - every item has its own story to tell. Some new discovery which, in a way, is Luigi's way to hold onto that inspiration and imagination he was found in his early audiences as a stage magician.
But when he really needs a fix, to satiate that endless need for the arcane and occult and taboo, he needs more than wandering through the leftovers of grandma's estate. That's when he goes to Chrysopompe's Antiquities. A terribly near-sighted mole of a man who stumbles over his own words and fidgets with his glasses, endlessly cleaning and centering them. But as unassuming as he seems, he and Luigi share something in common: a fascination with artifacts linked to the supernatural. Luigi may drop by Chrysopompe's office unannounced, picking through the items, whether he's seen them for months or whether they've just come in. A small ten-sided amethyst tied with strange hair. Half of a doorknocker, styled as some alien creature in a terrible mood. When he's lucky, Chrysopompe sends him an invite to go directly to his warehouse, where some larger oddity has come in. The cracked statue of peaceful dancer. Slabs of stone from the dais of an ancient throne. And every once in a while, Chrysopompe will pass on a mere rumor of some new item for Luigi to hunt down.
Usually it's enough for Luigi to study the item. Peer at it from all angles, then from five feet away, then up close, then from five feet away in a different light. Sometimes Luigi and Chrysopompe will engage in the oddest of trades - Luigi's jade-and-silver elephant charm and his bone-carved jar mounted on taxidermied chicken legs for one of Chrysopompe's painting depicting the Lord Marshall being birthed by Doskvol itself - literally. This ongoing exchange has rendered Luigi's apartment - as dark and isolated as it's kept - even more inhospitable, where it's booby-trapped with endless barriers of hoarded junk and antiques. No matter, though. People shouldn't really be visiting anyways. Even if they did, they probably wouldn't understand the sheer importance of these things.
Dangerous Friends: Vivica (Friend: possessor spirit). Luigi's younger sister who found work as a budding herbalist under Old Ushandul, the reclusive healer and mystic, but perished in a magical accident when exploring her mentor’s spellbooks. Was returned from death as a possessor spirit when her brother, Luigi, attempted to resurrect her. She and her brother enjoy a positive relationship - useful, even, when she’s able to hold onto those episodes of lucidity from her past living state. Sometimes she is able to gift Luigi with knowledge from beyond the grave. Sometimes he is able to keep Vivica safe from exorcists, other spirit-binding whispers, or even from her own would-be-life-filled meals. He does, however, live with the knowledge that holding onto this sibling connection means she must feed on the life essence of the locals...
Due to her capacity to retain her sense of self, control, and humanity most of the time, the Reconciled have been observing her from afar and considering/attempting to recruit her, though due to uncertainty as to if she should formally re-enter society and not fully acclimating to incorporeal life, Vivica has remained undecided on the matter as of yet.
Old Ushandul the Healer (Rival: witch). An unassuming witch who usually uses her powers to help others. She was once the mentor of Vivica, Luigi's sister. To many within Doskvol, Ushandul is simply a kindly old woman, offering herbal remedies and mundane healing to those in need. Now she harasses Luigi's attempts to delve into arcana, believing he will be too dangerous to the city, too dangerous to himself, and in many ways, as retribution for turning his sister/her slain pupil into a ghost.
Ushandul correctly sensed the latent gift of the arcane in Vivica and took her in as a pupil, focusing her on those powers of peace and community. Vivica excelled in these crafts, though one day she discovered that Old Ushandul also harbored a great deal of forbidden knowledge. After exploring these old tomes and profane artifacts on her own, she accidentally triggered ancient magic, and in the resulting spellblast, was slain. Luigi believed Vivica had perished to some passing criminal in the streets, but when he learned that his sister had been studying the forbidden arts under Ushandul the Healer, he fell into a fit of bitterness and attempted the taboo: to return his sister to the living. The ritual failed, of course - what did Luigi know about magic, then? - and Vivica found herself wandering as a possessor spirit, trapped within Doskvol's lightning-barrier. Ushandul never forgave Luigi for abusing the arcane and sentencing her gifted pupil to such an existence. And Luigi never forgave Ushandul for allowing his sister to perish under her watch. But how could he take any action against her, this little old witch, who is also so set upon helping the helpless in Doskvol?
Do you have access to the BitD rulebook?: Yes, but still in the process of reading it.
Have you played BitD before? If so, was it in-person, virtual, or on RPGx?: I have not played Blades in the Dark before. Love the atmosphere and inspirations for this game ad, though! I also enjoy trying new games, and the mix of roleplaying with rules mechanics.
Alias: Mr. Fortune | Scoundrel:Playbook XP: 0/8
At the end of each Score (after Downtime has been completed), for each item below, mark 1 xp (in your Playbook or an Attribute) or 2 xp if that item occurred multiple times:
You addressed a challenge with knowledge or arcane power.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
Vice/Purveyor:Luigi has a hard time passing by rumors of little fetishes from strange lands, or trinkets associated with some paranormal event. Sometimes it's enough for him to stroll through the market or pawnshops, indulging in a bit of perusing to see what catches his (third) eye. There's a bit of novelty in it - every item has its own story to tell. Some new discovery which, in a way, is Luigi's way to hold onto that inspiration and imagination he was found in his early audiences as a stage magician.
But when he really needs a fix, to satiate that endless need for the arcane and occult and taboo, he needs more than wandering through the leftovers of grandma's estate. That's when he goes to Chrysopompe's Antiquities. A terribly near-sighted mole of a man who stumbles over his own words and fidgets with his glasses, endlessly cleaning and centering them. But as unassuming as he seems, he and Luigi share something in common: a fascination with artifacts linked to the supernatural. Luigi may drop by Chrysopompe's office unannounced, picking through the items, whether he's seen them for months or whether they've just come in. A small ten-sided amethyst tied with strange hair. Half of a doorknocker, styled as some alien creature in a terrible mood. When he's lucky, Chrysopompe sends him an invite to go directly to his warehouse, where some larger oddity has come in. The cracked statue of peaceful dancer. Slabs of stone from the dais of an ancient throne. And every once in a while, Chrysopompe will pass on a mere rumor of some new item for Luigi to hunt down.
Usually it's enough for Luigi to study the item. Peer at it from all angles, then from five feet away, then up close, then from five feet away in a different light. Sometimes Luigi and Chrysopompe will engage in the oddest of trades - Luigi's jade-and-silver elephant charm and his bone-carved jar mounted on taxidermied chicken legs for one of Chrysopompe's painting depicting the Lord Marshall being birthed by Doskvol itself - literally. This ongoing exchange has rendered Luigi's apartment - as dark and isolated as it's kept - even more inhospitable, where it's booby-trapped with endless barriers of hoarded junk and antiques. No matter, though. People shouldn't really be visiting anyways. Even if they did, they probably wouldn't understand the sheer importance of these things.Antiquing, Chrysopompe the Antiquities Dealer Deadly Friends:Friend
Luigi's younger sister who found work as a budding herbalist under Old Ushandul, the reclusive healer and mystic, but perished in a magical accident when exploring her mentor’s spellbooks. Was returned from death as a possessor spirit when her brother, Luigi, attempted to resurrect her. She and her brother enjoy a positive relationship - useful, even, when she’s able to hold onto those episodes of lucidity from her past living state. Sometimes she is able to gift Luigi with knowledge from beyond the grave. Sometimes he is able to keep Vivica safe from exorcists, other spirit-binding whispers, or even from her own would-be-life-filled meals. He does, however, live with the knowledge that holding onto this sibling connection means she must feed on the life essence of the locals...
Due to her capacity to retain her sense of self, control, and humanity most of the time, the Reconciled have been observing her from afar and considering/attempting to recruit her, though due to uncertainty as to if she should formally re-enter society and not fully acclimating to incorporeal life, Vivica has remained undecided on the matter as of yet. Vivica, sister and possessor spirit | Rival
An unassuming witch who usually uses her powers to help others. She was once the mentor of Vivica, Luigi's sister. To many within Doskvol, Ushandul is simply a kindly old woman, offering herbal remedies and mundane healing to those in need. Now she harasses Luigi's attempts to delve into arcana, believing he will be too dangerous to the city, too dangerous to himself, and in many ways, as retribution for turning his sister/her slain pupil into a ghost.
Ushandul correctly sensed the latent gift of the arcane in Vivica and took her in as a pupil, focusing her on those powers of peace and community. Vivica excelled in these crafts, though one day she discovered that Old Ushandul also harbored a great deal of forbidden knowledge. After exploring these old tomes and profane artifacts on her own, she accidentally triggered ancient magic, and in the resulting spellblast, was slain. Luigi believed Vivica had perished to some passing criminal in the streets, but when he learned that his sister had been studying the forbidden arts under Ushandul the Healer, he fell into a fit of bitterness and attempted the taboo: to return his sister to the living. The ritual failed, of course - what did Luigi know about magic, then? - and Vivica found herself wandering as a possessor spirit, trapped within Doskvol's lightning-barrier. Ushandul never forgave Luigi for abusing the arcane and sentencing her gifted pupil to such an existence. And Luigi never forgave Ushandul for allowing his sister to perish under her watch. But how could he take any action against her, this little old witch, who is also so set upon helping the helpless in Doskvol?Old Ushandul the Healer, the witch
XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Insight Attribute, mark 1 xp whether you succeeded or failed.
Study: 1
Survey: 1
Tinker: 1Insight: 3 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Prowess Attribute, mark 1 xp whether you succeeded or failed.
Finesse: 1Prowess: 1 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Resolve Attribute, mark 1 xp whether you succeeded or failed.
Scoundrel Abilities:PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t always act in their own best interests. To reflect this, the GM or any other player can offer you a bonus die if you Accept a Devil’s Bargain. If you do this, you cannot Push Yourself in the same Action Roll. Common Devil’s Bargains include:
Collateral damage, unintended harm.
Sacrifice coin or an item.
Betray a friend or loved one.
Offend or anger a faction.
Start and/or tick a troublesome clock.
Add heat to the crew from evidence or witnesses.
Suffer harm.
The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. There might not be an interesting Devil’s Bargain in every situation. If one doesn’t occur to anyone right away, that’s fine.Accept a Devil's Bargain | You can use stress to push yourself for greater performance. If you Push Yourself you cannot Accept a Devil's Bargain in the same Action Roll. For each bonus you choose below, take 2 stress (each can be chosen once for a given action):
Add +1d to your roll. (This may be used for an action roll or downtime roll or any other kind of roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
Take action when you’re incapacitated. (See Consequences, page 30)
Push Yourself | When the team of PCs works together, the characters have access to four special teamwork maneuvers. See p134 for full definitions. The four maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will follow through on your action.
Teamwork | After factors are considered and the GM has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect. This kind of trade-off isn’t included in the effect factors because it’s not an element the GM should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situationTrading Position for Effect Whisper Abilities:You can attune to the Ghost Field to force a nearby spirit to appear and obey a command you give it. You are not supernaturally terrified by a spirit you summon or compel (though your allies may be).Compel
Use Stress to
Push Yourself (p13)
Resist a Consequence (p32)
When you mark your last Stress box you immediately suffer a Trauma (p13).
During Downtime you may indulge your vice for Stress relief (p156).Stress: 0/9 | When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been satisfied for the next downtime.
When you mark your fourth trauma condition, your character cannot continue as a daring scoundrel. You must retire them to a different life or send them to prison to take the fall for the crew’s Wanted Level. (See Retirement, page 43 and Incarceration, page 148)
For more rules on Trauma see page 13.Trauma:None. | When you fill your healing clock, reduce each instance of harm on your sheet by one level, then clear the clock. If you have more segments to mark, they “roll over.”
For more info on Healing and Recovery see page 155.Healing Clock: 0/4 | Personal Clocks:None.
Lv
Harm
Effect
3
N/A
When you’re impaired by harm in the top row (Severe Harm, level 3), your character is incapacitated and can’t do anything unless you have help from someone else or push yourself to perform the action.Need Help
2
N/A, N/A
Remove one die from your Action Roll for any action in which a Moderate Harm would apply.-1d
1
N/A, N/A
Reduces the effect level of the PC’s action by one after all other factors are accounted for.Reduced Effect
After the Plan and Detail are in place, each player chooses their character’s load. This indicates how much stuff they’re carrying on the operation. They don’t have to select individual items—just the maximum amount they’ll have access to during the action. For more details, see page 57.
One unit of Coin in silver pieces or other bulk currency takes up one item slot for your load when carried.Load: 4, Light | During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
4/5 load: Normal. You look like a scoundrel, ready for trouble.
6 load: Heavy. You’re slower. You look like an operative on a mission.
7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load, you are considered to always have them.Items:1 Load
Allows the trained user to see supernatural energies in great detail. Also affords some measure of protection against ghostly possession.
Quantity: 6/6. Overly-polished and slightly-too-large throwing knives, meant to be brandished and viewed by an audience more than used. Each originally came with a twin; pretend to throw a knife, and a look-alike would fall out of a secret compartment next to the target. But since these are kept sharp for onlookers' inspection, they're just as deadly off-stage. Throwing Knives | 1 Load
A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.Arcane Implements | 1 Load
A theatrical makeup kit. A selection of blank documents, ready for the forger’s hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.Subterfuge Supplies | 0 Load
A small arcane trinket that ghosts prefer to avoid.Spiritbane Charm
If you have a type of armor that applies to the situation you can mark an armor box to reduce or avoid a consequence, instead of rolling to resist. When an armor box is marked, it can’t be used again until it’s restored. All of your armor is restored when you choose your load for the next score.Armor Uses: Armor | Heavy | Special | Coin: 0 | Stash: 0
__________________ Pronouns: he/him | Posting Status: condition green | Games:Beobachterin the Ragman | Madame Darling | Co-GM of Age of Desolation: Gallaht cottontailwind's PC: "So there's this thing called a collective bargaining unit..." GM: "No unionizing the kobolds!"
At the end of each Score (after Downtime has been completed), for each item below, mark 1 xp (in your Playbook or an Attribute) or 2 xp if that item occurred multiple times:
You address a challenge with violence or coercion.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
Considering Emmett both has a mangled nose from a bar brawl and is rumoured to be a eunuch, no one knows which 'Trunk' his moniker refers to. Considering his reputation in underground fight rings, it's a question better left unasked. He's a scavenger and docker who's taken a liking to Thal, recognising a fellow grizzled fighter, and the two often socialise when Thal is in Duskvol.Emmett No-Trunk | Enemy
A zealot to the Brothers, Siphokazi (she takes offense to anyone shortening the name) has been hunting Thal for some time now. They've clashed before, but their encounters often end in stalemates or narrow escapes.Siphokazi
XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Insight Attribute, mark 1 xp whether you succeeded or failed.
Study: 1
Survey: 1Insight: 2 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Prowess Attribute, mark 1 xp whether you succeeded or failed.
Skirmish: 2
Wreck: 1Prowess: 2 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Resolve Attribute, mark 1 xp whether you succeeded or failed.
Scoundrel Abilities:PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t always act in their own best interests. To reflect this, the GM or any other player can offer you a bonus die if you Accept a Devil’s Bargain. If you do this, you cannot Push Yourself in the same Action Roll. Common Devil’s Bargains include:
Collateral damage, unintended harm.
Sacrifice coin or an item.
Betray a friend or loved one.
Offend or anger a faction.
Start and/or tick a troublesome clock.
Add heat to the crew from evidence or witnesses.
Suffer harm.
The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. There might not be an interesting Devil’s Bargain in every situation. If one doesn’t occur to anyone right away, that’s fine.Accept a Devil's Bargain | You can use stress to push yourself for greater performance. If you Push Yourself you cannot Accept a Devil's Bargain in the same Action Roll. For each bonus you choose below, take 2 stress (each can be chosen once for a given action):
Add +1d to your roll. (This may be used for an action roll or downtime roll or any other kind of roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
Take action when you’re incapacitated. (See Consequences, page 30)
Push Yourself | When the team of PCs works together, the characters have access to four special teamwork maneuvers. See p134 for full definitions. The four maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will follow through on your action.
Teamwork | After factors are considered and the GM has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect. This kind of trade-off isn’t included in the effect factors because it’s not an element the GM should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situationTrading Position for Effect Lurk Abilities:+1d to resistance roll when protecting an ally; +1 effect to moves that gain info to anticipate possible threats.Bodyguard
Use Stress to
Push Yourself (p13)
Resist a Consequence (p32)
When you mark your last Stress box you immediately suffer a Trauma (p13).
During Downtime you may indulge your vice for Stress relief (p156).Stress: 0/9 | When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been satisfied for the next downtime.
When you mark your fourth trauma condition, your character cannot continue as a daring scoundrel. You must retire them to a different life or send them to prison to take the fall for the crew’s Wanted Level. (See Retirement, page 43 and Incarceration, page 148)
For more rules on Trauma see page 13.Trauma:None | When you fill your healing clock, reduce each instance of harm on your sheet by one level, then clear the clock. If you have more segments to mark, they “roll over.”
For more info on Healing and Recovery see page 155.Healing Clock: 0/4 | Personal Clocks: None
Lv
Harm
Effect
3
N/A
When you’re impaired by harm in the top row (Severe Harm, level 3), your character is incapacitated and can’t do anything unless you have help from someone else or push yourself to perform the action.Need Help
2
N/A
Remove one die from your Action Roll for any action in which a Moderate Harm would apply.-1d
1
N/A
Reduces the effect level of the PC’s action by one after all other factors are accounted for.Reduced Effect
After the Plan and Detail are in place, each player chooses their character’s load. This indicates how much stuff they’re carrying on the operation. They don’t have to select individual items—just the maximum amount they’ll have access to during the action. For more details, see page 57.
One unit of Coin in silver pieces or other bulk currency takes up one item slot for your load when carried.Load: TBC | During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
4/5 load: Normal. You look like a scoundrel, ready for trouble.
6 load: Heavy. You’re slower. You look like an operative on a mission.
7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load, you are considered to always have them.Items: TBC
If you have a type of armor that applies to the situation you can mark an armor box to reduce or avoid a consequence, instead of rolling to resist. When an armor box is marked, it can’t be used again until it’s restored. All of your armor is restored when you choose your load for the next score.Armor Uses: Armor | Heavy | Special | Coin: 0 | Stash: 0
Name: Thalente ('Thal') (he/him)
Alias: Stone
Playbook: Cutter
Look: dark-skinned and mostly-dark-haired, except for some grey flecks. Thal is somewhere in his late thirties (he's lost track) and feels the weight of his laborious life, although his body is still strong and muscular. His expression is often stoic. He is verbose once he's inclined to talk, but monotone in a deep rumble.
Motivation: Penance and a 'good death'
Thal has many regrets from his life - a lot of people he's killed because the gods of his people commanded him to, and a lot of atrocities he committed for his own sake. He talks little of it, but has survivor's guilt from the holy wars of his homeland. He seeks penance through ordeal and hardship, as he seeks the resting place of his deity lost somewhere at sea. If he is killed along the way, then he wants it to be on his terms, going down as a selfless protector or an honourable warrior rather than as an immoral slaughterer.
Heritage/Background: Severos / Labour
Once, Thal served an obscure pantheon of old gods he now only addresses as the Brothers. They were animistic deities with cults in the deepest reaches of the Severos flatlands, and as Thal tells it, they were selfish patrons to their flock, demanding blood duels and sacrifice for their own amusement. Thal excelled at the duels, and even enjoyed his status. But he loathed the gods that kept his people on a leash.
As he tells it, a new god arose from within the ranks of the Brothers. This one he does name: Anele the Child. Thal was quick to align with Anele, who promised an end to the tyranny of his kin. The years that followed were savage. Anele's devotees lost the conflict. Anele himself was cast from Thal's homelands, buried somewhere at sea as punishment for trying to overthrow his fraternity. Anele the Child became Anele the Drowned. Thal fled, finding his way to Ironside, and made a promise to find his lost god.
He has worked on ships ever since, looking for a sign of Anele. That was ... ten years ago? Fifteen? Long enough to start to turn grey and creased. He's not an old man yet, but he feels time catching up with him.
He docks often at major imperial ports, especially Duskvol, and takes what work seems challenging or rewarding to him while he waits for new opportunities to set sail - provided his contacts seem trustworthy. In the meantime he seeks rumours of strangeness on the seas, or the whispers of dead gods - anything which might aid his fruitless search.
Vice/Purveyor: Faith
Thal has always been beholden to a god. First it was the Brothers pantheon in general, and then it was the dissident Brother Anele, who has been banished to sea. Thal isn't sure if he's looking for a prison or a tomb, but he looks nonetheless. He spends most of his time in contemplation of Anele by the docks, but sometimes visits Ilacille at the temple of forgotten gods in Coalridge, hoping for some whisper of insight.
Dangerous Friends:
Friend/Ally: Emmett No-Trunk. Considering Emmett both has a mangled nose from a bar brawl and is rumoured to be a eunuch, no one knows which 'Trunk' his moniker refers to. Considering his reputation in underground fight rings, it's a question better left unasked. He's a scavenger and docker who's taken a liking to Thal, recognising a fellow grizzled fighter, and the two often socialise when Thal is in Duskvol.
Rival/Enemy: Siphokazi. Thal has clashed with holy warriors carrying the vengeance of the Brothers many times, and he's had the measure of them every time. Siphokazi (she takes offense to anyone shortening the name) is one of the fresher zealots, and she has been hunting Thal for some time now. They've clashed before, but their encounters often end in stalemates or narrow escapes. Currently she's the most formidable and dogged of the Brothers' hunters.
Look: Ken is the Apollonian marble given flesh, the ideal self-portrait made three dimensional; he is young, brash, devil-may-care — everything and anything associated with raw, primeval masculinity. Conversely, his persona is that of a two-bit hood.
Ken, like many young men with far too much talent and far too little know-how, cannot help but concern himself with the innumerable, vacuous matters of self-import, such as: social hierarchy, fashion, trendiness, amassing wealth, becoming famous, etcetera-etcetera. This explains why his manner of dress, though simple and utilitarian, is made-up of many different "eye-catchers" that go above and beyond garish or rough-around-edges; for example: a ratty, crimson-colored leather jacket he is determined to be buried in; the gold and dagger-shaped earring dangling from his right ear; that messy, cherub-like mane which curls down to his shoulders; a skintight undershirt; some combat boots; torn and patched work pants — cutting to the chase: he looks a mess, but a handsome, impressively-built (sculptedrippedjackedstatuesque), and purposefully cultivated mess. Plus… grunge-chic is in now, haven't you heard?
Personality-wise, Ken is atypical. While certainly vainglorious, braggadocious, cocksure, headstrong… behind all of that, beneath all of the gaudy gear and fine muscle, lies the spirit of a thoughtful, deeply contemplative man; someone who is quiet, introspective, and in tune with the natural world beyond its mere physicality. But that's deep down. Way, way down. Way, way, waaaaaaaay down. So far down you wouldn't even know it was there. Like, we're talking Ogre-levels of layers here. Still, it's there… somewhere. That counts for something!
Motivation: To find purpose, even if that means being a bright candle burning in the wind.
All that hidden sentimentality isn't just a coping mechanism for a lack direction. Ken's soul really is that of the archetypical philosopher-king, unwavering virtue and all; however, his mind and body remain confined by the very real, very immediate and present, psychic-siphon that is life in modernity.
Amongst the modern — those whose time is consumed by the rat-race of life, or spent within the lap of luxury as hedonists without a mote shame — it is nigh-impossible to remain true to oneself. Such an existence is one of constant moral, ethical, and spiritual compromise.
It is a battle — each and every day is a battle.
A psycho-spiritual war.
You must mete thine will against the world, else the world mete its will unto you.
Yet, Ken is barely conscious of these things. They are but a low, reverberating hum deep within his heart that can but growl at every transgression. He knows when something isn't right but hasn't insight enough to call it by name.
A pity.
Heritage/Background:Underworld/Doskovol.
Ken has spent the majority of his misguided youth chasing cheap thrills and wondering why they never fulfilled him. Having always been broad and brawny, it didn't take long for him to understand the great benefit of being able to assert oneself physically. As it so happened, it didn't take long for other, more industrious minds to realize either.
After all, being a strapping hoodlum from a working-class family, it was easy for predatory business folk to tempt Ken from the simple life with promises of fame and fortune. So it was when one such hawkish mind preyed upon him with the unrealized dream of a boxing career. He jumped at the chance.
Alas, all that glitters is not gold. There was undoubtedly money and fame to be had in organized combat, but the kind which had been foretold was not that which had been offered; instead, Rich became tangled in the dangerous web of underground title fights; it was bloodsport.
And. . . yes, of course, there is money to be made in such. A lot of it. But the cuts are heavily skewed and the risks are oftentimes crippling. Oh yes, indeed, there is fame and notoriety abound, too — nothing so glamorous as that which is reported in the sports section of the papers, mind you; no trips to far off, exotic locales, nor congratulations from state dignitaries to make it all feel worth it. Unless, of course, you count that one time he fought in a sewer and got a pat on the back from a sweaty, rat-faced mobster named Fink.
Vice/Purveyor:Stupor
Fighting. Beating people up. Getting beat up. Falling to his knees, broken, only to get back up again and ask for more.
The one good thing that came out of his early run-in with brawlers and their ilk is the great and mighty euphoria he discovered whilst in midst of combat. There is nothing that can compare, and there is precious little more innate to the human experience than the testing one's mettle against another (or several anothers, as is often the case).
Sometimes it's like running up against a brick wall, other times like stripping a fine flower, but each and every occasion there is a moment of unparalleled satisfaction that simply cannot be found anywhere else.
Dangerous Friends:
Friend: Harry Blankenship – Coach/Personal Trainer: Once a heavyweight champion in the big leagues, Harry was actually the first person to scout Ken for the circuit. However, it wasn't his intention to stoop to the seedy underbelly like they did. The initial idea was to secure funding from whomsoever would take a chance and, later on, make a bid for some respectable titles. Dreams and reality are often far and apart, sadly. Their first financier happened to be an incognito loan shark for a syndicate of above-board businessmen making a killing pitting crooks against one another in backalley bouts.
Having always felt guilty about the way things turned out, and still hopeful that they might someday change, Harry has stuck around to keep the dream alive and see that Ken doesn't end up like him, old and defeated.
Rival: Erin Lorde – Fight Manager/Loan Shark She who started this mess, self-proclaimed "Lord Erin", was but an upstart wheeler and dealer for one of the major syndicate players before her big break entrapping Rich put her on the fast track. Now, Erin handles the coordination of all the K's fights, like a sports agent of sorts — albeit, an unrepentantly corrupt and spiteful one.
She's mean, all-business, and would throw any and everyone under a carriage, including Ken, if it meant a promotion.
Alias: Pawn | Scoundrel:Playbook XP: 0/8
At the end of each session, for each item below, mark 1 xp (in your playbook or
an attribute) or 2 xp if that item occurred multiple times.
Every time you roll a desperate action, mark xp in that action's attribute
You addressed a challenge with violence or coercion.
You expressed your beliefs, drives, heritage, or background
You struggled with issues from your vice or traumas during the session.
Scoundrel Abilities:PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t always act in their own best interests. To reflect this, the GM or any other player can offer you a bonus die if you Accept a Devil’s Bargain. If you do this, you cannot Push Yourself in the same Action Roll. Common Devil’s Bargains include:
Collateral damage, unintended harm.
Sacrifice coin or an item.
Betray a friend or loved one.
Offend or anger a faction.
Start and/or tick a troublesome clock.
Add heat to the crew from evidence or witnesses.
Suffer harm.
The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. There might not be an interesting Devil’s Bargain in every situation. If one doesn’t occur to anyone right away, that’s fine.Accept a Devil's Bargain | You can use stress to push yourself for greater performance. If you Push Yourself you cannot Accept a Devil's Bargain in the same Action Roll. For each bonus you choose below, take 2 stress (each can be chosen once for a given action):
Add +1d to your roll. (This may be used for an action roll or downtime roll or any other kind of roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
Take action when you’re incapacitated. (See Consequences, page 30)
Push Yourself | When the team of PCs works together, the characters have access to four special teamwork maneuvers. See p134 for full definitions. The four maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will follow through on your action.
Teamwork | After factors are considered and the GM has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect. This kind of trade-off isn’t included in the effect factors because it’s not an element the GM should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situationTrading Position for Effect
Slide Abilities:You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat.Not To Be Trifled With
Use Stress to
Push Yourself (p13)
Resist a Consequence (p32)
When you mark your last Stress box you immediately suffer a Trauma (p13).
During Downtime you may indulge your vice for Stress relief (p156).Stress: 0/9 | When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been satisfied for the next downtime.
When you mark your fourth trauma condition, your character cannot continue as a daring scoundrel. You must retire them to a different life or send them to prison to take the fall for the crew’s Wanted Level. (See Retirement, page 43 and Incarceration, page 148)
For more rules on Trauma see page 13.Trauma:descriptive textN/A | When you fill your healing clock, reduce each instance of harm on your sheet by one level, then clear the clock. If you have more segments to mark, they “roll over.”
For more info on Healing and Recovery see page 155.Healing Clock | Personal Clocks: N/A
After the Plan and Detail are in place, each player chooses their character’s load. This indicates how much stuff they’re carrying on the operation. They don’t have to select individual items—just the maximum amount they’ll have access to during the action. For more details, see page 57.
One unit of Coin in silver pieces or other bulk currency takes up one item slot for your load when carried.Load: 3, Normal | During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
4/5 load: Normal. You look like a scoundrel, ready for trouble.
6 load: Heavy. You’re slower. You look like an operative on a mission.
7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load, you are considered to always have them.Items:
If you have a type of armor that applies to the situation you can mark an armor box to reduce or avoid a consequence, instead of rolling to resist. When an armor box is marked, it can’t be used again until it’s restored. All of your armor is restored when you choose your load for the next score.Armor Uses: Armor | Heavy | Special | Coin: 0 | Stash: 0
Last edited by Chylopan; Apr 12th, 2022 at 09:11 AM.
Heritage/Background: Skovlan: descended from warriors assimilated into Doskvol as bodyguard mercenaries. Performer: nightclub hostess.
Vice/Purveyor: Faith (Vice). Bodhi, Godhead of Rags and Muck (Purveyor).
Dangerous Friends: Lady Ibarnibi (Friend: vampire, wandering patron of the arts). Gribo, Valet of House Idor (Rival: court portraitist).
Alias: Madam Darling | Scoundrel:Playbook XP: 0/8
At the end of each Score (after Downtime has been completed), for each item below, mark 1 xp (in your Playbook or an Attribute) or 2 xp if that item occurred multiple times:
You addressed a challenge with calculation or conspiracy.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Insight Attribute, mark 1 xp whether you succeeded or failed.
Study: 1Insight: 1 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Prowess Attribute, mark 1 xp whether you succeeded or failed.
Skirmish: 1
Wreck: 1Prowess: 2 | XP: 0/6 Whenever you make a Desperate Action Roll for an action in the Resolve Attribute, mark 1 xp whether you succeeded or failed.
Scoundrel Abilities:PCs in Blades are reckless scoundrels addicted to destructive vices—they don’t always act in their own best interests. To reflect this, the GM or any other player can offer you a bonus die if you Accept a Devil’s Bargain. If you do this, you cannot Push Yourself in the same Action Roll. Common Devil’s Bargains include:
Collateral damage, unintended harm.
Sacrifice coin or an item.
Betray a friend or loved one.
Offend or anger a faction.
Start and/or tick a troublesome clock.
Add heat to the crew from evidence or witnesses.
Suffer harm.
The Devil’s Bargain occurs regardless of the outcome of the roll. You make the deal, pay the price, and get the bonus die. There might not be an interesting Devil’s Bargain in every situation. If one doesn’t occur to anyone right away, that’s fine.Accept a Devil's Bargain | You can use stress to push yourself for greater performance. If you Push Yourself you cannot Accept a Devil's Bargain in the same Action Roll. For each bonus you choose below, take 2 stress (each can be chosen once for a given action):
Add +1d to your roll. (This may be used for an action roll or downtime roll or any other kind of roll where extra effort would help you)
Add +1 level to your effect. (See Effect, page 24.)
Take action when you’re incapacitated. (See Consequences, page 30)
Push Yourself | When the team of PCs works together, the characters have access to four special teamwork maneuvers. See p134 for full definitions. The four maneuvers are:
Assist another PC who’s rolling an action.
Lead a group action.
Protect a teammate.
Set up a character who will follow through on your action.
Teamwork | After factors are considered and the GM has announced the effect level, a player might want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll with standard effect (the most common scenario, generally), they might instead want to push their luck and make a desperate roll but with great effect. This kind of trade-off isn’t included in the effect factors because it’s not an element the GM should assess when setting the effect level. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situationTrading Position for Effect Spider Abilities:Ability.ABILITY
Use Stress to
Push Yourself (p13)
Resist a Consequence (p32)
When you mark your last Stress box you immediately suffer a Trauma (p13).
During Downtime you may indulge your vice for Stress relief (p156).Stress: 0/9 | When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current conflict, only to come back later, shaken
and drained. When you return, you have zero stress and your vice has been satisfied for the next downtime.
When you mark your fourth trauma condition, your character cannot continue as a daring scoundrel. You must retire them to a different life or send them to prison to take the fall for the crew’s Wanted Level. (See Retirement, page 43 and Incarceration, page 148)
For more rules on Trauma see page 13.Trauma:None. | When you fill your healing clock, reduce each instance of harm on your sheet by one level, then clear the clock. If you have more segments to mark, they “roll over.”
For more info on Healing and Recovery see page 155.Healing Clock: 0/4 | Personal Clocks:None.
Lv
Harm
Effect
3
N/A
When you’re impaired by harm in the top row (Severe Harm, level 3), your character is incapacitated and can’t do anything unless you have help from someone else or push yourself to perform the action.Need Help
2
N/A, N/A
Remove one die from your Action Roll for any action in which a Moderate Harm would apply.-1d
1
N/A, N/A
Reduces the effect level of the PC’s action by one after all other factors are accounted for.Reduced Effect
After the Plan and Detail are in place, each player chooses their character’s load. This indicates how much stuff they’re carrying on the operation. They don’t have to select individual items—just the maximum amount they’ll have access to during the action. For more details, see page 57.
One unit of Coin in silver pieces or other bulk currency takes up one item slot for your load when carried.Load: 3, Light | During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
4/5 load: Normal. You look like a scoundrel, ready for trouble.
6 load: Heavy. You’re slower. You look like an operative on a mission.
7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load, you are considered to always have them.Items:X Load
If you have a type of armor that applies to the situation you can mark an armor box to reduce or avoid a consequence, instead of rolling to resist. When an armor box is marked, it can’t be used again until it’s restored. All of your armor is restored when you choose your load for the next score.Armor Uses: Armor | Heavy | Special | Coin: 0 | Stash: 0
__________________ Pronouns: he/him | Posting Status: condition green | Games:Beobachterin the Ragman | Madame Darling | Co-GM of Age of Desolation: Gallaht cottontailwind's PC: "So there's this thing called a collective bargaining unit..." GM: "No unionizing the kobolds!"
Last edited by cottontailwind; Apr 13th, 2022 at 10:59 AM.