Blades in The Deck Playerkit
Blades in The Deck Playerkit
https://evilhat.com/product/blades-in-the-deck/
cutter
stash
a dangerous & coin
intimidating
crew fighter
special abilities playbook
name alias
Battleborn: You may expend your special armor to reduce harm
insight
from an attack in combat or to push yourself during a fight.
look Bodyguard: When you protect a teammate, take +1d to your resistance hunt
roll. When you gather info to anticipate possible threats in the current study
situation, you get +1 effect. survey
heritage: a koros—the dagger isles background: academic—labor—law tinker
Ghost Fighter: You may imbue your hands, melee weapons, or tools
iruvia—severos—skovlan—tycheros trade—military—noble—underworld with spirit energy. You gain potency in combat vs. the supernatural. prowess
You may grapple with spirits to restrain and capture them. finesse
Leader: When you Command a cohort in combat, they continue prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird to fight when they would otherwise break (they're not taken out skirmish
stress trauma when they suffer level 3 harm). They gain +1 effect and 1 armor. wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8. resolve
harm healing Not to be Trifled With: You can push yourself to do one of attune
need project clock
the following: perform a feat of physical force that verges on the command
3 help superhuman—engage a small gang on equal footing in close combat. consort
armor uses Savage: When you unleash physical violence, it's especially sway
2 -1d armor frightening. When you Command a frightened target, take +1d. bonus die
less heavy Vigorous: You recover from harm faster. Permanently fill in one of push yourself (take
1 effect special your healing clock segments. Take +1d to healing treatment rolls. + 2 stress) -or- accept a
notes devil's bargain.
Veteran: Choose a special ability from another source.
dangerous friends items load 3 light 5 normal 6 heavy
A Blade or Two
Throwing Knives
A Pistol A 2nd Pistol
A Large Weapon
An Unusual Weapon
Armor +Heavy
Burglary Gear
xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
You addressed a challenge with violence or coercion. Demolition Tools
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
You struggled with issues from your vice or traumas during the session. Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your How can I hurt them?
Assist a teammate load limit for the operation. Who's most afraid of me?
Lead a group action Assault: Point of attack Occult: Arcane power Who's most dangerous here?
What do they intend to do?
Protect a teammate Deception: Method Social: Connection How can I get them to [X]?
Are they telling the truth?
alternate player kit sheet for use with blades in the deck Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
hound
stash
a deadly coin
sharpshooter
crew and tracker
special abilities playbook
name alias
Sharpshooter: You can push yourself to do one of the following:
make a ranged attack at extreme distance beyond what’s normal for insight
look
the weapon—unleash a barrage of rapid fire to suppress the enemy. hunt
Focused: You may expend your special armor to resist a consequence study
of surprise or mental harm (fear, confusion, losing track of someone) survey
heritage: a koros—the dagger isles background: academic—labor—law
or to push yourself for ranged combat or tracking. tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Ghost Hunter: Your hunting pet is imbued with spirit energy. prowess
It gains potency when tracking or fighting the supernatural, and
gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take finesse
this ability again to choose an additional arcane ability for your pet. prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
Scout: When you gather info to locate a target, you get +1 effect. skirmish
stress trauma When you hide in a prepared position or use camouflage, you get +1d wreck
cold—haunted—obsessed—paranoid to rolls to avoid detection.
reckless—soft—unstable—vicious resolve
Survivor: From hard won experience or occult ritual, you are attune
harm healing immune to the poisonous miasma of the deathlands and are able to
need project clock subsist on the strange flora and fauna there. You get +1 stress box. command
3 help consort
Tough as Nails: Penalties from harm are one level less severe sway
armor uses (though level 4 harm is still fatal).
2 -1d armor Vengeful: You gain an additional xp trigger: You got payback bonus die
less heavy against someone who harmed you or someone you care about. If your push yourself (take
1 effect special crew helped you get payback, also mark crew xp. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
harm healing Physicker: You can Tinker with bones, blood, and bodily humours to attune
treat wounds or stabilize the dying. You may study a malady or corpse. command
need project clock Everyone in your crew gets +1d to their healing treatment rolls.
3 help consort
armor uses Saboteur: When you Wreck, the work is much quieter than it sway
2 -1d should be and the damage is hidden from casual inspection.
armor bonus die
Venomous: Choose a drug or poison (from your bandolier stock) to
less heavy which you have become immune. You can push yourself to secrete it push yourself (take
1 effect special through your skin or saliva or exhale it as a vapor. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
Alchemicals
Bandolier clever friends items load 3 light 5 normal 6 heavy
Bandolier A Blade or Two
Throwing Knives
When you use a bandolier
slot, choose an alchemical: A Pistol A 2nd Pistol
A Large Weapon
Alcahest
An Unusual Weapon
Binding Oil
Armor +Heavy
Drift Oil
Burglary Gear
Drown Powder
Eyeblind Poison
xp Climbing Gear
Fire Oil Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
Grenade At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
Quicksilver
You addressed a challenge with technical skill or mayhem. Demolition Tools
Skullfire Poison
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
Smoke Bomb
You struggled with issues from your vice or traumas during the session. Lantern
Spark (drug)
Standstill Poison teamwork planning & load gather information
Trance Powder Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power Are they telling the truth?
What can I tinker with here?
Protect a teammate Deception: Method Social: Connection What might happen if I [X]?
How can I find [X]?
alternate player kit sheet for use with blades in the deck Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
lurk
stash
a stealthy coin
infiltrator
crew and burglar
special abilities playbook
name alias
Infiltrator: You are not affected by quality or Tier when you
bypass security measures. insight
look Ambush: When you attack from hiding or spring a trap, you get +1d. hunt
Daredevil: When you roll a desperate action, you get +1d to your study
roll if you also take -1d to any resistance rolls against consequences survey
from your action. tinker
heritage: a koros—the dagger isles background: academic—labor—law
The Devil's Footsteps: When you push yourself, choose one
iruvia—severos—skovlan—tycheros trade—military—noble—underworld of the following additional benefits: perform a feat of athletics that prowess
verges on the superhuman—maneuver to confuse your enemies so they finesse
mistakenly attack each other.
prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Expertise: Choose one of your action ratings. When you lead a skirmish
group action using that action, you can suffer only 1 stress at most
stress trauma regardless of the number of failed rolls. wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious Ghost Veil: You may shift partially into the ghost field, becoming resolve
shadowy and insubstantial for a few moments. Take 2 stress when
harm healing you shift, plus 1 stress for each extra feature: It lasts for a few minutes attune
need project clock rather than moments—you are invisible rather than shadowy—you command
3 help may float through the air like a ghost consort
armor uses Reflexes: When there's a question about who acts first, the answer sway
2 -1d armor is you (two characters with Reflexes act simultaneously).
bonus die
Shadow: You may expend your special armor to resist a consequence
less heavy from detection or security measures, or to push yourself for a feat push yourself (take
1 effect special of athletics or stealth. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
look Cloak & Dagger: When you use a disguise or other form of covert hunt
misdirection, you get +1d to rolls to confuse or deflect suspicion. study
When you throw off your disguise, the resulting surprise gives you survey
heritage: a koros—the dagger isles background: academic—labor—law
the initiative in the situation. tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Ghost Voice: You know the secret method to interact with a ghost or prowess
demon as if it was a normal human, regardless of how wild or feral it
appears. You gain potency when communicating with the supernatural. finesse
prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Like Looking into a Mirror: You can always tell when someone skirmish
is lying to you.
stress trauma wreck
cold—haunted—obsessed—paranoid A Little Something on the Side: At the end of each downtime
reckless—soft—unstable—vicious phase, you earn +2 stash. resolve
harm healing Mesmerism: When you Sway someone, you may cause them to attune
need project clock forget that it's happened until they next interact with you. command
3 help consort
Subterfuge: You may expend your special armor to resist a
armor uses consequence from suspicion or persuasion, or to push yourself for sway
2 -1d armor subterfuge. bonus die
less heavy Trust in Me: You get +1d vs. a target with whom you have an push yourself (take
1 effect intimate relationship.
special + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
look Calculating: Due to your careful planning, during downtime, hunt
you may give yourself or another crew member +1 downtime action. study
Connected: During downtime, you get +1 result level when you survey
heritage: a koros—the dagger isles background: academic—labor—law acquire an asset or reduce heat. tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Functioning Vice: When you indulge your vice, you may adjust prowess
the dice outcome by 1 or 2 (up or down). An ally who joins in your
vice may do the same. finesse
prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Ghost Contract: When you shake on a deal, you and your skirmish
partner—human or otherwise—both bear a mark of your oath. If
stress trauma either breaks the contract, they take level 3 harm, "Cursed". wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious Jail Bird: When incarcerated, your wanted level counts as 1 less, resolve
your Tier as 1 more, and you gain +1 faction status with a faction you attune
harm healing help on the inside (in addition to your incarceration roll).
need project clock command
3 help Mastermind: You may expend your special armor to protect a consort
teammate, or to push yourself when you gather information or work sway
armor uses
on a long-term project.
2 -1d armor Weaving the Web: You gain +1d to Consort when you gather bonus die
less heavy information on a target for a score. You get +1d to the engagement push yourself (take
1 effect special roll for that operation. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
xp
_________________
Every time you roll a desperate action, mark xp in that action's attribute. _________________
At the end of each session, for each item below, mark 1 xp (in your playbook or _________________
an attribute) or 2xp if that item occurred multiple times.
_________________
You addressed a challenge with _________________________________________
You expressed your beliefs, drives, heritage, or background. _________________
You struggled with issues from your vice or traumas during the session.
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power What are they really feeling?
What should I lookout for?
Protect a teammate Deception: Method Social: Connection Where's the weakness here?
How can I find [X]?
alternate player kit sheet for use with blades in the deck Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
assassins
cohort gang expert
special abilities
name reputation
Deadly: Each PC may add +1 action rating to Hunt, Prowl, or
lair Skirmish (up to a max rating of 3).
rep turf hold weak strong tier Crow's Veil: Due to hard-won experience or occult ritual, your
activities are hidden from the notice of the death-seeker crows. cohort gang expert
You don't take extra heat when killing is involved on a score. WEAK IMPAIRED BROKEN ARMOR
Thugs
IMPAIRED BROKEN ARMOR
special abilities
name reputation
Dangerous: Each PC may add +1 action rating to Hunt,
lair Skirmish, or Wreck (up to a max rating of 3).
rep turf hold weak strong tier Blood Brothers: When you fight alongside your cohorts cohort gang expert
in combat, they get +1d for teamwork rolls (setup and group WEAK IMPAIRED BROKEN ARMOR
actions). All of your cohorts get the Thugs type for free (if they're
terrorized protection already Thugs, add another type).
barracks informants
citizens racket
+1 scale for your turf +1d gather info Door Kickers: When you execute an assault plan, take +1d to
+2 coin for battle (Tier roll) - Heat = the engagement roll.
Thug cohorts for scores
or extortion coin in downtime
Fiends: Fear is as good as respect. You may count each
wanted level as if it was turf.
fighting pits Forged in the Fire: Each PC has been toughened by cruel cohort gang expert
(Tier roll) - Heat = turf LAIR turf turf experience. You get +1d to resistance rolls. WEAK IMPAIRED BROKEN ARMOR
coin in downtime
Patron: When you advance your Tier, it costs half the coin it
normally would. Who is your patron? Why do they help you?
warehouses bluecoat War Dogs: When you’re at war (-3 faction status), your crew
infirmary bluecoat street fence
Stockpiles give you confederates does not suffer -1 hold and PCs still get two downtime activities,
+1d to healing intimidation +2 coin for lower-
+1d to acquire +1d engagement instead of just one.
rolls -2 heat per score class targets
assets for assault plans
Veteran: Choose a special ability from another crew. gang expert
cohort
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
| | At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
Execute a successful battle, extortion, sabotage, or smash & grab operation.
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Adepts
IMPAIRED BROKEN ARMOR
special abilities
name reputation
Chosen: Each PC may add +1 action rating to Attune, Study, or
lair Sway (up to a max rating of 3).
choose 2 features Anointed: You get +1d to resistance rolls against supernatural cohort gang expert
alluring—cruel—ferocious—monstrous threats. You get +1d to healing rolls when you have supernatural harm.
WEAK IMPAIRED BROKEN ARMOR
deity radiant—sinister—serene—transcendent Bound in Darkness: You may use teamwork with any cult
member, regardless of the distance separating you. By taking
rep turf hold weak strong tier 1 stress, your whispered message is heard by every cultist.
Conviction: Each PC gains an additional Vice: Worship. When you
indulge this vice and bring a pleasing sacrifice, you don't overindulge
ancient obelisk ancient tower if you clear excess stress. In addition, your deity will assist any one
cloister vice den offertory action roll you make—from now until you indulge this vice again.
-1 stress cost for +1d to Consort
+1 scale for your (Tier roll) - Heat = +2 coin for occult
Adept cohorts coin in downtime operations
all arcane powers w/ arcane entities Glory Incarnate: Your deity sometimes manifests in the cohort gang expert
and rituals on site physical world. This can be a great boon, but the priorities and WEAK IMPAIRED BROKEN ARMOR
values of a god are not those of mortals. You have been warned.
Sealed in Blood: Each human sacrifice yields -3 stress cost for
any ritual you perform.
turf turf LAIR turf turf
Zealotry: Your cohorts have abandoned their reason to devote
themselves to the cult. They will undertake any service, no matter how
dangerous or strange. They gain +1d to rolls against enemies of the faith.
Veteran: Choose a special ability from another crew.
spirit well ancient gate sanctuary sacred nexus ancient altar cohort gang expert
+1d to Attune Safe passage in +1d to Command +1d to healing +1d engagement crew xp WEAK IMPAIRED BROKEN ARMOR
on site. the Deathlands and Sway on site rolls for occult plans At the end of each session, for each item below, mark 1 xp (or instead mark
2xp if that item occurred multiple times).
heat wanted level coin vaults Advance the agenda of your deity or embody its precepts in action.
| | Contend with challenges above your current station.
Upon crew advance, each PC gets stash = Tier+2. Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
special abilities
name reputation
Silver Tongues: Each PC may add +1 action rating to
lair Command, Consort, or Sway (up to a max rating of 3).
rep turf hold weak strong tier Accord: Sometimes friends are as good as territory. You may cohort gang expert
count up to three +3 faction statuses you hold as if they are turf. WEAK IMPAIRED BROKEN ARMOR
special abilities
name reputation
Everyone Steals: Each PC may add +1 action rating to Prowl,
lair Finesse, or Tinker (up to a max rating of 3).
rep turf hold weak strong tier Ghost Echoes: From weird experience or occult ritual, all crew cohort gang expert
members gain the ability to see and interact with the ghostly WEAK IMPAIRED BROKEN ARMOR
structures, streets, and objects within the echo of Doskvol that
interrogation exists in the ghost field.
loyal fence gambling den tavern
chamber
turf +2 coin for burglary (Tier roll) - Heat = +1d to Consort Pack Rats: Your lair is a jumble of stolen items. When you roll
+1d to Command
or robbery coin in downtime and Sway on site to acquire an asset, take +1d.
and Sway on site
Patron: When you advance your Tier, it costs half the coin it
normally would. Who is your patron? Why do they help you?
drug den informants lookouts cohort gang expert
(Tier roll) - Heat = +1d gather info LAIR turf +1d to Survey or Second Story: When you execute a clandestine infiltration, you WEAK IMPAIRED BROKEN ARMOR
coin in downtime for scores Hunt on your turf get +1d to the engagement roll.
Slippery: When you roll entanglements, roll twice and keep the
one you want. When you reduce heat on the crew, take +1d.
hagfish farm secret
infirmary covert drops
Body disposal, turf
pathways Synchronized: When you perform a group action, you may
+1d to healing +2 coin for espionage
+1d to reduce heat +1d engagement count multiple 6s from different rolls as a critical success.
rolls or sabotage
after killing for stealth plans
Veteran: Choose a special ability from another crew.
cohort gang expert
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
| | At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
Execute a successful espionage, sabotage, or theft operation.
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
smugglers
cohort gang expert
special abilities
name reputation
Like Part of the Family: Create one of your vehicles as a
lair cohort (use the vehicle edges and flaws, below). Its quality is equal
to your Tier +1.
rep turf hold weak strong tier cohort gang expert
All Hands: During downtime, one of your cohorts may perform WEAK IMPAIRED BROKEN ARMOR
a downtime activity for the crew to acquire an asset, reduce heat,
or work on a long-term project.
side business luxury fence vice den tavern
Ghost Passage: From harsh experience or occult ritual, all crew
turf (Tier roll) - Heat = +2 coin for high- (Tier roll) - Heat = +1d to Consort members become immune to possession by spirits, but may choose
coin in downtime class targets coin in downtime and Sway on site to "carry" a second ghost as a passenger within their body.
Just Passing Through: During downtime, take -1 heat. When
your heat is 4 or less, you get +1d to deceive people when you pass
ancient gate yourselves off as ordinary citizens. cohort gang expert
Safe passage in turf LAIR turf turf WEAK IMPAIRED BROKEN ARMOR
the Deathlands
Leverage: Your crew supplies contraband for other factions. Your
success is good for them. Whenever you gain rep, gain +1 rep.
Reavers: When you go into conflict aboard a vehicle, you gain
warehouse +1 effect for vehicle damage and speed. Your vehicle gains armor.
secret routes informants fleet cover
+1d engagement +1d gather info Your cohorts have operation Stockpiles give you Renegades: Each PC may add +1 action rating to Finesse, Prowl,
+1d to acquire or Skirmish (up to a max rating of 3).
for transport plans for scores their own vehicles -2 heat per score
assets
Veteran: Choose a special ability from another crew. gang expert
cohort
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
| | At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
Execute a successful smuggling or acquire new clients or contraband sources.
Vehicle Edges Contend with challenges above your current station.
Nimble: The vehicle handles Bolster your crew's reputation or develop a new one.
easily. Consider this an assist Express the goals, drives, inner conflict, or essential nature of the crew.
for tricky maneuvers.
contacts crew upgrades
Simple: The vehicle is easy
to repair. Remove all of its Honesty, an animal trainer Smuggler's rigging (2 items lair quality
harm during downtime. carried are perfectly concealed) Vehicle Documents
Gosselin, a dockside spy
Sturdy: The vehicle keeps Vehicle
Camouflage (vehicles are Gear
operating even when broken. Lilliana, a bureaucratic genius Hidden
perfectly concealed at rest)
Vehicle Flaws Implements
Kurtley, a smarmy tour guide Elite Rovers Quarters
Costly: The vehicle costs 1 Secure Supplies
coin per downtime to keep Menki, a trusted handmaiden Barge (+mobility for lair)
in operation. Vault Tools
Steady (+1 stress box)
Workshop Weapons
Distinct: The vehicle has
memorable features. Take training cohorts
cargo types: arcane/weird—arms—contraband—passengers
+1 heat when you use it on
a score. Insight upgrade costs
Finicky: The vehicle has Prowess New Cohort: 2
quirks that only one person Resolve Add Type: 2
understands. When operated
without them, the vehicle
Personal
alternate player kit sheet for use with blades in the deck has -1 quality. Mastery
cohort gang expert
special abilities
name reputation
lair
rep turf hold weak strong tier cohort gang expert
WEAK IMPAIRED BROKEN ARMOR
LAIR
Every time a member of your crew goes to prison, you have a chance to gain a prison
PRISON CLAIMS claim. See Incarceration, page 148.
UNDERWORLD tier hold status INSTITUTIONS tier hold status LABOR & TRADE tier hold status CITIZENRY tier hold status
War
When you're at war with any number of factions (status -3), the following penalties apply: 1) Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier. 2) PCs get only one
free downtime action instead of two. 3) Take +1 heat from each score. 4) Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).