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Blades in The Dark Player Reference

When rolling dice, take the single highest result from multiple dice or the single lowest result if rolling 0 dice. Before action rolls, the GM sets the position (risk) and reward (effect). Action rolls are 1d per Action rating dot. You can take Stress to gain additional dice or effects. Riskier actions have higher potential effects but also greater consequences for lower rolls. Consequences include harm, complications, reduced effects, or worse positions. You can resist consequences with additional rolls.

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0% found this document useful (0 votes)
351 views

Blades in The Dark Player Reference

When rolling dice, take the single highest result from multiple dice or the single lowest result if rolling 0 dice. Before action rolls, the GM sets the position (risk) and reward (effect). Action rolls are 1d per Action rating dot. You can take Stress to gain additional dice or effects. Riskier actions have higher potential effects but also greater consequences for lower rolls. Consequences include harm, complications, reduced effects, or worse positions. You can resist consequences with additional rolls.

Uploaded by

tyfow1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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All dice are six-sided. When rolling multiple dice, take the single highest result.

If you have 0 dice to roll, roll 2d and take the single lowest result. Before you make an action roll, the GM will set your position (risk) and effect (reward) for the roll.

ACTION ROLL TEAMWORK


1d for each Action rating Take 1 Stress to give another player +1d. You might also suffer
dot.
controlled ASSIST consequences from the roll. Only one person may assist a roll.
You act on your terms. You exploit a dominant advantage.
PUSHING YOURSELF Critical: You do it with increased effect. Lead a group action. Roll for each character who participates in the
Take 2 Stress: LEAD A group action. The best single roll counts as the action result, which
◆ +1d to roll.
6: You do it. GROUP applies to every character that rolled. The leader takes 1 Stress for
◆ +1 effect.
4/5: You hesitate. Withdraw and try a different approach, or else do ACTION each 1-3 result.
◆ Take action when incapacitated.
it with a minor consequence: a minor complication occurs, you have
reduced effect, you suffer lesser harm, you end up in a risky position.
— OR — Face danger for a teammate. Step in to suffer a consequence in
1-3: You falter. Press on by seizing a risky opportunity, or withdraw PROTECT their place. You may roll to resist as normal, if you wish.
DEVIL’S BARGAIN and try a different approach.
Can be proposed by GM or other Set up another character with your action. If you achieve it, any
player, +1d for accepting. SET UP team members who follow up get +1 effect or improved position.
◆ Collateral damage, unintended
harm. risky
◆ Sacrifice coin or an item.
You go head to head. You act under fire. You take a chance. ACTIONS
◆ Betray a friend or loved one. Critical: You do it with increased effect. ◆ ATTUNE to spirits and the ghost field; ◆ SKIRMISH with an opponent in close
◆ Offend or anger a faction. 6: You do it. channel electroplasmic energy; observe combat; assault or hold a position; brawl
◆ Start and/or tick a troublesome and communicate with ghosts; and wrestle.
4/5: You do it, but there's a consequence: you suffer harm, a
clock. understand spectrology; percieve beyond ◆ STUDY a person, document, or item with
complication occurs, you have reduced effect, you end up in a
◆ Add heat to the crew from sight in order to better understand your close scrutiny to gather information and
desperate position.
evidence or witnesses. situation. apply knowledge; gain a deeper
◆ Suffer harm. 1-3: Things go badly. You suffer harm, a complication occurs, you ◆ COMMAND obedience with your force understanding; do research.
end up in a desperate position, you lose this opportunity. of personality; intimidate or threaten; ◆ SURVEY a location or situation to
lead an action with one of the crew's understand what's going on; sense trouble
gangs. before it happens; gather information about
HARM EFFECTS ◆ CONSORT with connections from your opportunities or exploits.
◆ lesser harm (1): -1 effect. desperate heritage, background, friends, or rivals to ◆ SWAY someone with charm, logic,
You overreach your capabilities. You're in serious trouble.
◆ moderate harm (2): -1d. gain access to resources, information, deception, disguise, or bluff; change
◆ severe harm (3): Incapacitated. Critical: You do it with increased effect. people, or places. attitudes or behavior with manipulation or
◆ fatal harm (4): Dead. 6: You do it. ◆ FINESSE an item from someone's pocket; seduction.
handle a vehicle or a mount; employ ◆ TINKER with mechanisms to create,
4/5: You do it, but there's a consequence: you suffer severe harm, a subtle misdirection or sleight-of-hand. modify, disable, or repair; disable a trap,
serious complication occurs, you have reduced effect. ◆ HUNT a target; gather information about pick a lock, or crack a safe; use the
1-3: It's the worst outcome. You suffer severe harm, a serious it's location and movements; attack with ubiquitous clockwork and electroplasmic
Each time you roll a desperate action, complication occurs, you lose this opportunity for action. precision shooting from a distance. devices around the city to your advantage.
mark a tick of xp for that attribute. ◆ PROWL about unseen and traverse ◆ WRECK a place, item, or obstacle with
obstacles; climb, swim, run, jump, and savage force or carefully applied sabatoge;
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed tumble; Ambush with close violence—a breach defenses with force; create
consequences. You may attempt to avoid or reduce a consequence with a resistance roll. backstab, throat cutting, black-jack, etc. distractions and chaos.
RESISTANCE ROLL EFFECT
1d for each dot in the You automatically reduce or avoid the consequence and take 6 ZERO LIMITED STANDARD GREAT EXTREME
first column of the Stress minus your highest die result. 0 ticks; 1 tick; 2 ticks; 3 ticks; 5 ticks;
applicable attribute. When you roll a critical on resistance, clear 1 Stress. No effect. Not enough to... Succeed. ...plus more. ...plus a lot more.

FORTUNE ROLL (only rolled when the GM calls for one.) FLASHBACKS EFFECT FACTORS GATHER INFORMATION
◆ 0 Stress: an ordinary action for ◆ Potency of approach: +/- effect. Action roll or fortune roll using action rating.
1d for each trait rating. Critical: Exceptional result / Great, which you had easy opportunity. ◆ Tier/Quality differences: +/- effect.
extreme effect. ◆ great: Exceptional details. Complete
◆ 1 Stress: a complex action or
+1d for each major Fine items count as +1 quality. information. Follow-ups reveal related
+ advantage. 6: Good result / Standard, full effect. unlikely opportunity. information / more than expected.
◆ 2 Stress: an elaborate action that ◆ Scale differences: +/- effect.
◆ standard: Good details. Clarifying
4/5: Mixed result / Limited, partial effect. involved special opportunities or
-
-1d for each major
disadvantage. contingencies. TRADING follow-up questions.
1-3: Bad result / Poor, little effect.
◆ You can take -1 position for +1 ◆ limited: Incomplete information. No
effect, or +1 position for -1 effect. follow-up questions.

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