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Blades in The Deck Playerkit

This document provides an alternate player kit sheet for a Cutter character in Blades in the Dark. It includes the character's name, alias, heritage, background, special abilities, stats related to harm, healing, armor and load limits, as well as space to track items, dangerous friends, experience points and options for teamwork, planning missions and gathering information.

Uploaded by

Thomas Dietz
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
271 views

Blades in The Deck Playerkit

This document provides an alternate player kit sheet for a Cutter character in Blades in the Dark. It includes the character's name, alias, heritage, background, special abilities, stats related to harm, healing, armor and load limits, as well as space to track items, dangerous friends, experience points and options for teamwork, planning missions and gathering information.

Uploaded by

Thomas Dietz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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alternate player kit sheets for use with

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.

deadly 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 tracking or violence.  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  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?
 Where are they vulnerable?
Protect a teammate Deception: Method Social: Connection  Where did [X] go?
 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?
leech
stash          
a saboteur and coin          
technician   
crew   
special abilities playbook
name alias
 Alchemist: When you invent or craft a creation with alchemical
features, take +1 result level to your roll. You begin with one special insight
formula already known.   hunt
look
 Analyst: During downtime, you get two ticks to distribute among   study
any long term project clocks that involve investigation or learning a   survey
new formula or design plan.
heritage:    a koros—the dagger isles background: academic—labor—law   tinker
 Artificer: When you invent or craft a creation with spark-craft
iruvia—severos—skovlan—tycheros trade—military—noble—underworld features, take +1 result level to your roll. You begin with one special prowess
design already known.   finesse
 Fortitude: You may expend your special armor to resist a   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird consequence of fatigue, weakness, or chemical effects, or to push   skirmish
yourself when working with technical skill or handling alchemicals.
stress trauma   wreck
cold—haunted—obsessed—paranoid  Ghost Ward: You know how to Wreck an area with arcane substances
reckless—soft—unstable—vicious and methods so it is either anathema or enticing to spirits (your choice). resolve

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.

shady 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 stealth or evasion.  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  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 should I look out for?
 What's the best way in?
Protect a teammate Deception: Method Social: Connection  Where can I hide 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?
slide
stash          
a subtle coin          
manipulator   
crew and spy   
special abilities playbook
name alias
 Rook's Gambit: Take 2 stress to roll your best action rating while
performing a different action. Say how you adapt your skill to this use. insight

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.

sly 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 deception or influence.  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  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 are they really feeling?
Protect a teammate Deception: Method Social: Connection  What do they really care about?
 How can I blend in here?
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?
spider
stash          
a devious coin          
mastermind   
crew   
special abilities playbook
name alias
 Foresight: Two times per score you can assist a teammate without
paying stress. Tell us how you prepared for this. insight

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.

shrewd 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 calculation or conspiracy.  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  What do they want most?
Assist a teammate load limit for the operation.  What should I look out for?
Lead a group action Assault: Point of attack Occult: Arcane power  Where's the leverage here?
 How can I discover [X]?
Protect a teammate Deception: Method Social: Connection  What do they intend to do?
 How can I get them to [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?
whisper
stash          
an arcane coin          
adept and   
crew channeler   
special abilities playbook
name alias
 Compel: You can Attune to the ghost field to force a nearby ghost to
appear and obey a command you give it. You are not supernaturally insight
terrified by a ghost you summon or compel (though your allies may be).   hunt
look
 Ghost Mind: You’re always aware of supernatural entities in your   study
presence. Take +1d when you gather info about the supernatural.   survey
heritage:    a koros—the dagger isles background: academic—labor—law  Iron Will: You're immune to the terror that some supernatural   tinker
entities inflict on sight. Take +1d to resistance rolls with Resolve.
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
 Occultist: You know the secret ways to Consort with ancient
powers, forgotten gods or demons. Once you've consorted with one,   finesse
you get +1d to command cultists who worship it.   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
 Ritual: You can Study an occult ritual (or create a new one) to   skirmish
stress trauma summon a supernatural effect or being. You know the arcane methods   wreck
cold—haunted—obsessed—paranoid to perform ritual sorcery. You begin with one ritual already learned.
reckless—soft—unstable—vicious resolve
 Strange Methods: When you invent or craft a creation with   attune
harm healing arcane features, take +1 result level to your roll. You begin with one
need project clock arcane design already known.   command
3 help   consort
armor uses  Tempest: You can push yourself to do one of the following: unleash   sway
2 -1d
a stroke of lightning as a weapon—summon a storm in your immediate
armor  vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.). bonus die
less heavy   Warded: You may expend your special armor to resist a supernatural push yourself (take
1 effect special  consequence, or to push yourself when you deal with arcane forces. + 2 stress) -or- accept a
notes    Veteran: Choose a special ability from another source. devil's bargain.

strange 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 knowledge or arcane power.  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  What is arcane or weird here?
Assist a teammate load limit for the operation.  What echoes in the ghost field?
Lead a group action Assault: Point of attack Occult: Arcane power  What is hidden or lost here?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  What drives them to do this?
 How can I reveal [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?
stash          
coin          
  
crew   
playbook
special abilities playbook
name alias
insight

look   hunt


  study
  survey
heritage:    a koros—the dagger isles background: academic—labor—law   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
  finesse
  prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird   skirmish
stress trauma   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious resolve

harm healing   attune


need project clock   command
3 help   consort
armor uses   sway
2 -1d armor  bonus die
less heavy  push yourself (take
1 effect special  + 2 stress) -or- accept a
notes devil's bargain.

friends items load  3 light  5 normal  6 heavy


  _____________________   ______________________  _________________
  _____________________   ______________________  _________________
  ______________________
  _____________________  _________________
  ______________________
  _____________________  _________________
  ______________________
  _____________________   ______________________  _________________

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 

crew sheet murderers


for hire
WEAK IMPAIRED BROKEN ARMOR

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

 Emberdeath: Due to hard-won experience or occult ritual, you


training hagfish farm know the arcane method to destroy a living victim's spirit at the
vice den fixer informants
rooms Body disposal, moment you kill them. Take 3 stress to channel electroplasmic
(Tier roll) - Heat = +2 coin for lower- +1d gather info
+1 scale for your
coin in downtime class targets for scores
+1d to reduce heat energy from the ghost field to disintegrate the spirit and dead
Skulks cohorts after killing body in a shower of sparking embers.
 No Traces: When you keep an operation quiet or make it look like
an accident, you get half the rep value of the target (round up) instead
victim cover of zero. When you end downtime with zero heat, take +1 rep. cohort gang  expert 
trophies turf LAIR turf operation
 Patron: When you advance your Tier, it costs half the coin it WEAK IMPAIRED BROKEN ARMOR
+1 rep per score -2 heat per score normally would. Who is your patron? Why do they help you?
 Predators: When you use stealth or subterfuge to commit
murder, take +1d to the engagement roll.
protection cover identities
infirmary envoy city records  Vipers: When you acquire or craft poisons, you get +1 result
racket +1d engagement
+1d to healing +2 coin for high- +1d engagement level to your roll. When you employ a poison, you are specially
(Tier roll) - Heat = for deception and
rolls class targets for stealth plans prepared to be immune to its effects.
coin in downtime social 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 accident, disappearance, murder, or ransom 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

 Taferro, a jovial eelkeeper  Assassin rigging (2 free load of lair quality


weapons or gear)  Carriage Documents
  
 Lumby, a curious stalker
 Ironhook Contacts (+1 Tier in  Boat Gear
  
 Ornella, a disgraced doctor prison)  Hidden
Implements
  
 Blaize, a drunkard Bluecoat  Elite Skulks  Quarters
 Secure Supplies
  
 Cartner, a dignified forger  Elite Thugs
 Vault Tools
  
   Hardened (+1 trauma box)
  Workshop Weapons
  
hunting grounds: accident—disappearance—murder—ransom training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
alternate player kit sheet for use with blades in the deck    Mastery
bravos
cohort gang  expert 

crew sheet mercenaries,


thugs &
killers
WEAK

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

 Laurencia, a classy assassin  Bravos rigging (2 free load of lair quality


weapons or armor)  Carriage Documents
  
 Zylyn, a gleeful alchemist
 Ironhook Contacts (+1 Tier in  Boat Gear
  
 Ladrecus, a noble addict prison)  Hidden
Implements
  
 Mullinex, a veteran medic  Elite Rovers  Quarters
 Secure Supplies
  
 Nadia, a professional bully  Elite Thugs
 Vault Tools
  
   Hardened (+1 trauma box)
  Workshop Weapons
  
hunting grounds: battle—extortion—sabotage—smash & grab training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
alternate player kit sheet for use with blades in the deck    Mastery
cult
cohort gang  expert 

crew sheet acolytes


of a deity
WEAK

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

 Gipple, a shattered prophet  Cult rigging (2 free load of lair quality


documents or implements)  Carriage Documents
  
 Sania, a wealthy adept
 Boat Gear
  
 Bynum, a feverish scholar  Ritual sanctum in lair
 Hidden
Implements
  
 Clemensha, a frosty medium  Elite Adepts  Quarters
 Secure Supplies
  
 Alondra, a sacrificial priestess  Elite Thugs
 Vault Tools
  
   Ordained (+1 trauma box)
  Workshop Weapons
  
sacred sites: acquisition—augury—consecration—sacrifice training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
alternate player kit sheet for use with blades in the deck    Mastery
hawkers
cohort gang  expert 

crew sheet vice


dealers
WEAK IMPAIRED BROKEN ARMOR

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

 The Good Stuff: Your merchandise is exquisite. The product


personal local graft quality is equal to your Tier+2. When you deal with a crew or
lookouts informants
clothier +2 coin for faction, the GM will tell you who among them is hooked on your
turf +1d to Survey or +1d gather info
+1d engagement show of force or product (one, a few, many, or all).
Hunt on your turf for scores
roll for social plans socialize
 Ghost Market: Through arcane ritual or hard-won experience,
you have discovered how to prepare your product for sale to ghosts
luxury venue and/or demons. They do not pay in coin. What do they pay with? cohort gang  expert 
turf turf LAIR turf +1d to Consort  High Society: It's all about who you know. Take -1 heat during WEAK IMPAIRED BROKEN ARMOR
and Sway on site downtime and +1d to gather info about the city's elite.
 Hooked: Your gang members use your product. Add the savage,
cover identities unreliable, or wild flaw to your gangs to give them +1 quality.
foreign market vice den surplus caches cover
(Tier roll) - Heat = (Tier roll) - Heat = +2 coin for product operation +1d engagement  Patron: When you advance your Tier, it costs half the coin it
for deception and normally would. Who is your patron? Why do they help you?
coin in downtime coin in downtime sale or supply -2 heat per score
transport 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).
 Acquire product supply, execute clandestine/covert sales, or secure new territory.
 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

 Ruggles, a neckless thug  Hawker's rigging (1 carried item lair quality


is concealed and has no load)  Carriage Documents
  
 Ciara, a discreet cabbie
 Ironhook Contacts (+1 Tier in  Boat Gear
  
 Rilyn, a persuasive carouser prison)  Hidden
Implements
  
 Maribel, a sweet seductress  Elite Rooks  Quarters
 Secure Supplies
  
 Sanet, an anxious stevedore  Elite Thugs
 Vault Tools
  
   Composed (+1 stress box)
  Workshop Weapons
  
sales territory: sale—supply—show of force—socialize training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
alternate player kit sheet for use with blades in the deck    Mastery
shadows
cohort gang  expert 

crew sheet thieves,


spies, and
saboteurs
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

 Tavisha, a semi-retired fence  Thief Rigging (2 free load of lair quality


tools or gear)  Carriage Documents
  
 Claunch, a deceitful Inspector
 Boat Gear
  
 Nikelle, a flexible barrister  Underground maps & passkeys
 Hidden
Implements
  
 Bonavia, a gossipy servant  Elite Rooks  Quarters
 Secure Supplies
  
 Tyus, a devout ritualist  Elite Skulks
 Vault Tools
  
   Steady (+1 stress box)
  Workshop Weapons
  
hunting grounds: burglary—espionage—robbery—sabotage training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
alternate player kit sheet for use with blades in the deck    Mastery
 

smugglers
cohort gang expert

crew sheet suppliers


of illicit
goods
WEAK IMPAIRED BROKEN ARMOR

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 

crew sheet WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
lair
rep turf hold weak strong tier     cohort gang  expert 
WEAK IMPAIRED BROKEN ARMOR

cohort gang  expert 


LAIR WEAK IMPAIRED BROKEN ARMOR

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 __________________________________ 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

 _________________________  ____________________________ lair quality


 Carriage Documents
  
 _________________________  ____________________________  Boat Gear
  
 _________________________  Hidden
 ____________________________ Implements
  
 _________________________  Quarters
 Secure Supplies
  
 _________________________  ____________________________
 Vault Tools
  
 _________________________   _______________________
  Workshop Weapons
  
hunting grounds: training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery
CREW:

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.

allied claim parole influence


allied claim One of your allies on the inside arranges Political pressures of various sorts can be
parole influence smuggling cell block control for their faction to grant you a boon. Take applied to the magistrates and warden
Take a non-turf claim
Your prison terms are +2 load while You don’t take trauma a claim for your crew from a different crew who oversee sentences for crimes. With
from a different crew
one level shorter incarcerated from incarceration
type type. You can’t take turf with this claim. this claim, you’re always able to arrange for
a shorter prison stay—as if your wanted
cell block control level was 1 lower. So, if your wanted level
Your crew has a cell block under their
was 3 when you went in, you’d spend only
total control—guards and all. You never
several months behind bars (equivalent to
guard payoff guard payoff allied claim take trauma from incarceration.
level 2) instead of a full year.
PRISON Take a non-turf claim
Take +1d to Take +1d to from a different crew guard payoff smuggling
incarceration rolls incarceration rolls You claim several Ironhook prison
type You arrange smuggling channels inside. You
guards on your payroll. Take +1d to
have +2 load while incarcerated, (starting
your Tier roll when a member of your
from zero as a prisoner). If you take this
crew is incarcerated.
claim twice, you’ll have 4 load while you’re
allied claim allied claim hardcase serving time in Ironhook. Also, you may
hardcase smuggling Your reputation as a tough inmate choose to have 1 coin in place of a load item
Take a non-turf claim Take a non-turf claim
-2 coin cost to advance +2 load while bolsters your crew’s image in Duskwall. for purposes of bribes or acquiring assets
from a different crew from a different crew
Tier incarcerated while in prison. You may reset your prison
type type When your crew advances Tier, it costs
2 fewer coins than it normally would. load whenever your crew has downtime.
factions of doskvol alternate player kit sheet for use with blades in the deck

UNDERWORLD tier hold status INSTITUTIONS tier hold status LABOR & TRADE tier hold status CITIZENRY tier hold status

The Unseen iv s Imperial Military vi s The Foundation iv s Whitecrown v s


The Hive iv s City Council v s Dockers iii s Brightstone iv s
The Circle of Flame iii s Ministry of Preservation v s Gondoliers iii s Charterhall iv s
The Silver Nails iii s Leviathan Hunters v s Sailors iii w Six Towers iii w
Lord Scurlock iii s Ironhook Prison iv s Laborers iii w Silkshore ii s
The Crows ii w Sparkwrights iv s Cabbies ii w Nightmarket ii s
The Lampblacks ii w Spirit Wardens iv s Cyphers ii s Crow's Foot ii s
The Red Sashes ii w Bluecoats iii s Ink Rakes ii w The Docks ii s
The Dimmer Sisters ii s Inspectors iii s Rail Jacks ii w Barrowcleft ii s
The Grinders ii w Iruvian Consulate iii s Servants ii w Coalridge ii w
The Billhooks ii w Skovlan Consulate iii w Charhollow i s
The Wraiths ii w The Brigade ii s Dunslough i w
The Gray Cloaks ii s Severosi Consulate i s
Ulf Ironborn i s Dagger Isles Consulate i s THE FRINGE tier hold NEW FACTIONS tier hold

The Fog Hounds i w The Church of Ecstasy iv s Aristocracy iv s


The Lost i w The Horde iii s Crolaange Family ii s
The Path of Echoes iii s Gutters ii s
The Forgotten Gods iii w Knotwork ii s
The Reconciled iii s Pyressant Order ii s
Skovlander Refugees iii w Bluefeather Trade Emporium i s
The Weeping Lady ii s
Deathlands Scavengers ii w

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).

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