Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
The people there are helpful and I'm usually on hand to answer questions,
too.
Please feel free to talk about the game online and share your experiences
from actual play. However, this PDF is for backers of the Blades in the
Dark kickstarter only, so please don't redistribute it. Thanks!
If you're excited to use this game as the basis for a hack or your own game
design, I'm glad to hear it! But be advised:
11. Continue with actions and effects (and teamwork moves) until
the operation is resolved or abandoned.
There will eventually be a CC-licensed, SRD kind of thing for Blades. This
is not it! So hold your horses on doing any kind of full-on supplements or
creating actual products or anything. That will come along once the full
game is launched. I know you're hyped to make stuff. Which is great! But
I'll have a more polished final version for you at launch later this year. In
the mean time, go ahead and toy around, just in moderation.
13. Once that's done, pick or create a new score, and start the cycle
over again.
12. After a score, the crew will attract heat (p. 29), earn coin
and hold through development (p. 29), and have some
breathing room (called downtime) in which to recover and
pursue personal projects (p. 21). The characters and crew
also earn XP for advancement (p. 20).
materials needed
At least 7 six-sided dice.
Printed character, crew, and
reference sheets.
Pencils and erasers.
Index cards and marker.
Printed Duskwall map and
Crow's Foot map.
number of players
3 or 4 players plus 1 GM is
recommended. 2 or 5 players
is okay.
overview
overview
All the coin in the Empire is cold comfort when
a blade comes for you in the dark.
Bazso Baz
Some people like to get a big-picture overview of
a game; its premise, setting, characters, etc. before
diving in to all the details. So, here it is.
summary
You play scoundrels on the streets of Duskwall,
an industrial-fantasy city. Theres primitive
electrical technology, the printing press, strange
alchemy, and gunpowder weapons.
You and the other players create a fledgling
criminal enterpriseyour crewand then take
on illicit jobs to improve your assets and status.
Game play focuses on the moments of daring
action during a job (with occasional flashbacks
to planning sessions to improve teamwork).
touchstones
theme song
The Game
The Setting
The Characters
with established turf. They do this by taking illegal jobs from clients,
planning their own devious missions, making alliances, destroying
their enemies, and trying to stay one step ahead of the law.
The Players
Each player creates a scoundrel character and works with the other
players to create the crew to which their characters belong. Each
player strives to bring their PC to life as an interesting, daring,
conflicted fantasy adventure character who reaches boldly beyond
their current safety and means. The players decide as a group on
the tone and style of the game by making judgment calls about the
dice and actions, along with oversight from the GM.
the
situation
the situation
This page describes the situation for the Quick Start. Give the
players this overview before going on to character and crew
creation. See page 26 for more details.
the lampblacks
ii
destroy
the red
sashes
ii
destroy
the
lampblacks
Notable Assets: Small contingent of master swordfighters. Master alchemist; many potent potions and
essences.
Allies: The Path of Echoes, Dockers, Cabbies, Inspectors.
Enemies: The Lampblacks, The Bluecoats, Gondoliers.
Situation: The Red Sashes and the Lampblacks are at war over turf
and vengeance for deaths on both sides. Mylera is recruiting every free
blade in the district for extra muscle and doesn't take no for an answer.
You're either with them or against them.
the crows
ii
reestablish
control
of the
district
factions
factions, tier, & hold
Faction Ladder
The goal of the game is to advance your crew up the faction ladder,
to tier 3 (or beyond!). Your crew begins at tier 0, with 0 hold.
Hold represents how strongly a faction can maintain their
position at their current tier. The more hold you have, the
harder it is for you to lose your position.
Advancement
Status Changes
When you execute a score, you gain -1 status with any factions
that are hurt by your operation. You may also gain +1 status
with a faction that your operation helps. If you keep your
operation completely quiet (no one knows it was you) then
your status doesn't change.
If you take on a mission given by a faction, you gain +1 status
with them when you complete it, and -1 status with their
enemies if the operation isn't quiet.
Gaining Hold
Faction Status
+3: Allies. This faction will help you even if it's not in their
best interest to do so. They expect you to do the same for them.
+2: Friendly. This faction will help you if it doesn't create
serious problems for them. They expect you to do the same.
+1: Helpful. This faction will help you if it causes no problems
or significant cost for them. They expect the same from you.
0: Neutral.
-1: Interfering. This faction will look for opportunities to
cause trouble for you (or profit from your misfortune) as long
as it causes no problems or significant cost for them. They
expect the same from you.
-2: Unfriendly. This faction will look for opportunities to hurt
you as long as it doesn't create serious problems for them. They
expect you to do the same, and take precautions against you.
-3: Hostile. This faction will go out of its way to hurt you even
if it's not in their best interest to do so. They expect you to do
the same, and take precautions against you.
actions
dice, actions,&& effects
effects
Rolling the Dice
Blades in the Dark uses six-sided dice. You roll several at once
and read the single highest result.
If the highest die is a 6, it's a full success. Things go well.
If you roll multiple 6s, it's a critical success.
If the highest is a 4 or 5 that's a partial success. It's a mixed
result some good, some bad.
If the highest is 1-3 it's a bad outcome. Things go badly.
If you ever need to roll but you have zero (or negative) dice,
roll 2d and take the lowest result.
Action Ratings
Attune
Stalk
Cipher
Command
Consort
Deceive
Discern
Slip
Mayhem
Murder
Prowl
Secure
Stitch
Supply
Sway
Tinker
Action Roll
Effect Roll
You make an effect roll to find out the scope of your character's
action. Is this action enough to overcome the obstacle or
defeat the threat? Or is there more left to do?
Resistance Roll
When you resist a bad outcome, your effect roll tells us how
much stress it will cost you to avoid the consequences. The
better your roll, the less stress it costs (or you can choose to
suffer the effect and save your stress).
For the details on Effect Rolls, see page 12.
Effect Ratings
Force
Finesse
Influence
Insight
Maneuver
Will
Your effect ratings also indicate how well your character can
resist negative consequences. If you get stabbed, you resist
with your Force rating. If someone tricks you with a clever
ploy, you resist with your Insight. When you encounter a
terrifying spirit, you resist with your Will. And so on. The
better your roll, the more easily you can avoid a bad outcome
by taking stress (page 7).
stress trauma
&
stress & trauma
Stress
Trauma
When a PC marks their 8th and final stress box, they suffer a
level of Trauma. When you mark a level of trauma, clear all
of your stress, resetting to zero. You also improve your Vice
rating by 1 (this is the only way Vice rating advances). You may
choose to be "left for dead" or otherwise dropped out of the
current conflict, only to show back up later, shaken and drained.
Trauma levels are permanent. Trauma represents how worn
down your character is. When you mark your fourth trauma
box, your character cannot continue as a daring scoundrel. You
must retire them to a different life at your first opportunity.
Retirement
When you fill your last Trauma box and retire, the amount
of coin you've managed to stash away determines the fate
of your character.
Ghost Qualities
Roll 1d. Add +1 to roll for each year of ghostly existence.
1. Jealous, desperate, violent, hysterical, skittish, or fleeting.
2. Curious, deceptive, clever, probing, or knowledgeable.
3. Prophetic, insightful, true, revelatory, guiding, or
instructive.
4. Reactive, territorial, dominant, insistent, bold, or
demanding.
5. Angry, unpredictable, aggressive, wild, savage, or vengeful.
6. Mad, chaotic, vengeful, bizarre, destructive, or insane.
teamwork
teamwork
Teamwork
Moves on Point
On Point: Overcome
When you overcome an obstacle or danger the whole
team is facing, you can solve a problem for everyone,
but risk stressing out your teammates.
Roll your action as normal, but if your result is less than
6 each member of the team suffers 1 stress. It's stressful
to watch a teammate do less than perfectly on an action
that affects everyone. (This stress happens on the initial
roll only, not any follow-up rolls from a 1-3 result.)
The result of the point character's roll applies to
everyone on the team.
On Point: Set Up
Moves as Backup
Teamwork Summary
Moves on Point
Lead a group action.
Overcome a group
problem.
Moves as Backup
Backup: Assist
When you assist another character, take 1 stress
to give them 1 bonus die to their roll. Only one
teammate can assist a given roll. Describe how your
character assists.
Changing Roles
You become backup after you
use any teamwork move on
point. Choose someone new
to be on point.
You must take point when you
follow-through as backup.
You can't freely shuffle
people between roles. If the
wrong person is on point, two
characters can swap if one of
them takes 1 stress. Smoothly
shifting the point role around
the team is a mini game that
requires actual teamwork
among the players. You won't
always get it just right. That's
just the nature of teamwork.
progress
progress clocksclocks
Progress Clocks
Countdown Clocks
Mission Clocks
Recovery Clocks
Faction Clocks
Campaign Countdowns
Tug-of-War Clock
You can set up a clock that can be filled and emptied by events,
to represent a back-and-forth situation. For example, you might
make a "Revolution!" clock that indicates when the refugee
Skovlanders in the city start to riot over the annexation of their
homeland. Some events will tick the clock up and some will
tick it down. Once it fills, the revolution begins.
Linked Clocks
You can make a clock that unlocks another clock once it's filled.
In the "Revolution!" example, above, the GM might make a
countdown clock called "Imperial Troops Arrive" when the
"Revolution!"clock fills up. A multi-phase long-term project is
essentially a set of linked clocks.
info
& planning
information
& planning
Gather Information
Planning
Your crew spends time planning each score. They huddle around
a flickering lantern in their lair, looking at scrawled maps,
whispering plots and schemes, bickering about the best approach,
lamenting the dangers ahead, and lusting after stacks of coin.
But you, the players, don't have to do the nitty-gritty planning.
The characters take care of that, off-screen. All you have to do
is choose what type of plan the characters have already made.
That's right; the planning phase is over as soon as you start it.
Just choose and go.
There are five different types of plan, each with a missing detail
you need to provide. To "plan an operation," simply choose the
plan and supply the detail. Then cut to the action as the first
moments of the operation unfold at the target location.
Linked Plans
A common scenario is a team that wants to attempt a twopronged approach. "You create a diversion at the tavern the
Dimmer Sisters own, and when they send their thugs over there,
we'll break in to their house." There are two ways to handle this.
Flashbacks
10
action
the action roll
roll
action roll
1d for each Action dot.
Desperate
Risky
Controlled
6: You do it!
4/5: You do it with reduced effect (-1
level), or try for full effect by taking a
bigger risk and rolling a risky move.
1-3: You reveal a flaw in this approach
that will expose you to danger. You may
back out now (abandon this method of
action) or go ahead with it by rolling a
risky move.
some advantage which helps you now, but works against your
overall well being, security, or future plans. Common devil's
bargains include:
11
effect resistance
effect & resistance
&
When your PC successfully performs an action, you make an
effect roll to determine its scope.
effect roll
resistance roll
1d for each Effect diamond .
Armor
Lasting Effects
12
example
of play
example of play
Breaking Into the Manor House
The Plan
Rachel, the GM, asks the question that kicks off every job
in Blades in the Dark: "Okay, you want to rob the Dimmer
Sisters. Excellent. What's the plan?"
The players look at the list of plans on their character sheets
and quickly choose one. "I vote for infiltration," says Dylan.
"Yeah," says James, "Let's keep this nice and quiet. We already
have enough heat as it is." The other players agree.
The GM asks the group for the detail that completes the plan:
"What's your point of entry?"
"Well," says Rivka. "We've cased the Dimmer Sisters' manor
before. I think using the underground canal entrance is good.
We have cistern keys to deal with any gates down there, and
that approach will keep us out of sight from witnesses on the
street." Everyone agrees.
"Cool," Rachel says. "That's the plan your characters made,
probably huddled around their sketch of the Dimmer's manor
house and the canal map. Now, on to the operation! So...
you're making your way through the underground canal,
poling your gondola silently through the disused tunnels."
"I have a lantern held out," Allison says. "But it's shuttered
down to a faint glow. Is it all moldy and slimy down here?"
"Oh, yeah," Rachel says. "The walls are covered in glistening
wet ooze, completely obscuring the stone. The water is black
and oily. There's a stench of waste and rot."
"Ugh," says James.
On Point
"Well," says Allison. "When we cased the place last time, the
Dimmer's had some arcane wards set up, plus some goons
patrolling around. We'll have to assume that's still true."
wards
"If you lead, everyone will roll to attune, and the team will keep
the best result. But, you'll take stress for everyone who fails
their roll, since you're leading and covering their mistakes."
"Okay. So we have a better overall chance, but I risk some stress.
Especially because these yahoos aren't any good at attuning."
patrols
locks
13
says. "That's part of the risky move. You should know what the
danger is so you can decide if you're taking the risk or not."
"Eh, it's fine," Allison says. "It's not like we were gonna turn
around and leave. We're here to do a job. But I'd like to know.
What's the danger?"
"Well, the Dimmer's don't mess around," Rachel says. "So
it's the obvious thing. The darkness in the doorway isn't just
as barrier, it's a trap. It swirls out and wraps you in choking,
cold vapors. You feel your heart stop."
"Holy crap."
"Yeah. Uh, sorry. They do have a certain reputation about
how they deal with interlopers."
"Yeah. No, I get it. It makes sense. We know they have a pile of
bodies in their basement, after all. But, yeesh. Maybe I don't
want to show them who's boss."
"No, you're good," Dylan says. "I'm your backup, right? I can
face danger in your place. I got this. Go ahead and smash
them. I'll deal with the death vapors."
"Ooookay," Allison says. "If you say so! I overreach."
"Okay, you're gonna roll your effect to see if you can bypass
this whole ward problem with this one action, or if there's still
more stuff to do. More you know death vapor stuff to do."
"Wonderful. And I choose which effect to roll, based on what
Cylene did, same as picking my action. So this is definitely
Will. I'm attuning and channeling my willpower, and Frost's,
too, to bypass the barrier ward."
"Yep. Take dice equal to your Will. Do you have a fine quality
item that applies to this?"
"Yep, I have my fine spirit mask. It helps me see arcane energy.
So, 2 Will + fine item, that's 3 dice. No devil's bargain, thanks.
Let's roll it." Allison rolls and gets a 6 again! A complete effect.
"Bam," Allison says. "That's a complete effect, so that's 4 ticks
on the Wards clock."
"Yep," Rachel says. "But... it's actually a critical result! Since
you decided to overreach, you get to bump up your result by
a whole tier. From a success to a crit."
"Oh right! Bad ass. So that's 6 ticks on the clock, right? I beat
the whole thing."
14
wards
"Oh yeah."
Questions to Consider
What if the team had no Whisper? How would things have
gone differently? Can anyone deal with arcane stuff, or does
it require a specialist? Would they need to hire an NPC
whisper for the operation?
What if they didn't know about the wards ahead of time
and just blundered into them? How would you handle that?
What if Allison had rolled lower for her effect, leaving more
to do with the wards? She's handing off point to someone
else, so how might they deal with it? Maybe they just do
a setup action and hand point back to Allison again, or
maybe they think of something else. Are the PCs daring
and proud, or ultra-cautious and pragmatic?
What if the Dimmer Sisters had been tipped off to this
infiltration? Maybe there was an opportunity for that,
or maybe the PCs planned their operation secretly and
attacked before the Dimmer's were wise to it. Could that
question be resolved by an action roll? How would you
handle that?
Setting the danger of the ward to "you die" was pretty harsh!
Do you think that's a fair move, given the Dimmer's lethal
reputation? When would you threaten a lethal effect like
that?
15
Why We Do This
The PCs in the game start out as huge underdogs. The stress
system gives them a special ability to survive when they
otherwise wouldn't, so they have some hope of achieving
their long-term goals.
The purpose of threatening harm is not always to inflict it,
it's to describe it. The threats become manifest in the minds
of everyone playing, even if they're avoided.
"The ghost is entangled with your soul."
"You hear the bone snap as you hit the cobblestones."
"You can tell that she'll never trust you again."
The bad outcomes are spoken aloud. They hang there in the
room as horrible potential. They're scary. Then the player
gets to roll their resistance, look you in the eye and say, "No.
It's not that bad. I take the stress instead." It's empowering.
They look danger in the face and laugh. That's the nature of
a scoundrel.
Describing the harmful outcomes with gusto is your job, not
inflicting them. The purpose of the effect and stress mechanics
is to add interesting fictional details to the game when it
comes to harm and trouble. Instead of simply saying, "You
take 3 damage," you describe how the blade catches under
their armor and digs a bloody furrow across their ribs. It
becomes real in the ongoing fiction of the game. Then the
player can resist it with a simple statement of mechanics, "No,
I take the 2 stress instead. It's just a scratch." But the only way
they can know whether it's worth it to pay the cost is if you
describe the potential harm. Each cycle of threat and stress
requires this input of new fiction. And that, after all, is what
we're here to do.
16
No Whiffing
Every time you roll the dice in Blades, the situation changes.
There's no such thing as a "nothing happens" result from a
roll. How does this work?
The "failure" results for action rolls (1-3) are not simply
"misses." The character's action has a tangible outcome.
Something happens which changes the character's
circumstances. On a controlled failure, the character spots
a flaw in their approach, and can decide to withdraw or push
their luck with a risky move. On a risky failure, the character's
action fails, but the threat hits them. Things get worse. On
a desperate failure, the threat dominates and makes the
situation much worse.
In each case, the player gets a choice to push their luck and try
again. It's more dangerous, but if the player cares enough to
keep trying (and facing dangers) they can overcome a string
of unlucky rolls and achieve success at a cost.
Also, remember that an effect roll always makes progress. Even
on a 1-3 result, you have some effect, and tick 1-segment if a
clock is involved. There aren't any "zero segment" outcomes.
When describing a character's effect, something concrete
always happens. They don't just swing and miss, or try to
persuade but get ignored, or any other kind of null result.
The action has an effect.
Your punch connects with a meaty thud. They stagger for
a moment but don't go down. They snarl and grapple you!
She looks at you sideways, "You want me to tell you that? I
don't know, love... you're asking quite a lot. What's in it for me?"
You slip past the sentry near the stairs, but before you can
get further into the house, another patrol rounds the corner
ahead, lanterns held high. You barely squeeze into a dark
alcove before the light hits you.
Failing Gracefully
Nox's player can change her mind at this point, and say,
"Hmmm... I'm not good at Prowl. I want to climb in
using Slip, instead. It's like I'm slipping my way in, right?"
No. Nox can certainly use Slip to sneak in through
misdirection or subtle action but Nox cannot "use
Slip" to climb the tower. The action of climbing is... well,
climbing. Athletic moves like that are the Prowl action. If
Nox wants to Slip, instead, that's fine, but that means she
is not climbing the tower.
"Oh, sure. But that means you would have been heavy loaded
when you bluffed the butler, right? Kinda hard to hide that."
What's true for the PCs is true for the NPCs, and vice versa. If
you establish that the Whisper PC is the only one who can talk
to the ghost they summoned (due to a special "summoning
language" that binds them together), then that fact becomes
true for NPC-summoned ghosts, as well.
And also:
"Oh, dammit, I would have totally brought my wrecker tools on
this job. I forgot to mark it. Can I have them anyway?"
"Oh, yeah, right. Can I just take 1 stress and we call it good?"
"Works for me. It's not a big deal."
Fly casual. If you're not sure what to do, keep it simple. Go
with what's obvious to you. Add mechanics when you're
comfortable. Forgive each other's mistakes. Have fun.
Setting Precedents
17
putting
ittogether
all together
putting it all
I like to think of the Blades system as a guitar. I've built this
thing with strings that make particular sounds, but you're
the one who plays it. You decide which chords to strum and
what kind of music comes out. Is it fast and rocking? Slow
and moody? Jangly and weird? Up to you. The system itself
gives you an instrument to play the music on, and it's distinct
from other instruments. A guitar is not a piano.
Let's look at some examples of playing chords on this guitar.
Arlyn (a PC) has found out where her enemy, Tress, sleeps.
Maybe this discovery was a long-term project that Arlyn has
been doing during her downtime. Arlyn's player says, "I'm sick
of Tress's shit. I'm gonna sneak in there tonight and kill her."
Version I
Let's say this is a minor side issue. Tress isn't that important;
just an annoying enemy NPC that needs killing. The GM says
"Yeah, well, you know where she sleeps now. It's not like she
has a fortress and guards or anything. You're using Murder,
yeah? Okay, sounds risky to me. There might be a witness
or you could leave some evidence behind or something like
that. Let's roll and see." And Arlyn's player makes an action
roll to accomplish the murder, just like that.
Maybe Arlyn makes an effect roll to resist if the danger of a
witness or evidence manifests. But they probably skip Arlyn's
effect roll on the actual murder, because no one is really that
curious about how thoroughly the murder is done. It's just
done. Simple and quick, doesn't derail the session, but gives
Arlyn's player some satisfaction. And if the roll goes badly,
with desperate follow-ups, etc. then you've just spun out some
interesting problems to deal with, and maybe Tress is a more
important enemy NPC now, too.
Version II
about what Arlyn does, and then see how effectively she
does it. Each successful roll accomplishes a concrete goal
determined by the player (and affirmed by the group), leading
up to the goal of murder.
Version III
Version IV
Just for fun, let's flip it around. Let's say that Tress is the PC
in this scenario. An enemy NPC has discovered where Tress
sleeps and decides to sneak in at night and murder her. You
can totally do this! The GM says, "You know Arlyn? That killer
who hates your guts? I guess she figured out where you sleep
because she shows up in the middle of the night to murder
you. Let's see how that goes."
This triggers an action roll for Tress, since she's facing danger
from a threat. Maybe the GM says, "You're sleeping and Arlyn
is picking the modest lock on your door. What do you do?"
The player says, "Uh... well, I'm sleeping. So... I don't know?"
Another player says, "You could discern the attack. Discern
covers 'anticipate and foresee' actions, right?" "Oh, right. Cool.
It's like a little flashback, almost. Maybe I heard a rumor or
got a weird vibe when I went to bed. I'll start with that."
And you follow the actions and effects to see where it goes.
Maybe that Discern roll is desperate, and it doesn't go well,
and Arlyn is suddenly on Tress, stabbing away, and Tress rolls
Murder or Mayhem to fight back, and rolls Force to resist the
stabbing, etc.
As GM, you can push as hard as necessary, because everything
comes down to action rolls, resistance, stress, flashbacks and all.
You can't just dictate outcomes, so everyone is on equal footing.
18
Obstacle:
Red Sash
Action:
Murder
red sash
sword
fighter
Position: Risky
Action Roll: 5
Effect Roll: 4
Partial: 2 segments.
Resistance Roll: 5
Partial: 2 stress.
red sash
sword
fighter
stress
This sequence of position, action, effect, and resistance continues
until the situation changes, or Arlyn overcomes the obstacle, or
she's taken out of the fight (by a serious lasting effect).
19
advancement
advancement & coin & coin
It would be a terrible shame if Madame Tesslyn's
lotus supply went up in flames, wouldn't it? Such
a waste of quality product. Of course, if such
a tragedy were to happen, I would be only too
happy to accommodate her clientele while she got
back on her feet. And the arsonist would warrant
some measure of my gratitude as well.
Rolan Volaris
Scores
One way you advance the level of your crew is by executing criminal
jobs that suit your crew type. These activities are called scores. A
score is one operation one smuggling run, one rogue spirit hunt, one
assassination, one jewel heist, etc. If the operation was profitable (you got
the reward you were going for), you count it as advancement for the crew.
Development
Your scoundrels and crew didn't just spring into existence tonight. You
have a complex history of favors, commitments, debts, and promises that
got you where you are today. To reflect this, after each score, you roll dice
to find out how much hold they gain, how much of their hard-won riches
they manage to hold on to, and what past entanglements come calling.
See Heat & Development Rolls on page 29.
The game will naturally flow from executing a score, to downtime, to
development, to dealing with old debts, and then moving on to a new score.
PC Advancement
At the end of each session, each player does all of the following:
Ask the other players which action category your character best
embodied during the previous session (Blade, Book, Cloak, or Mask).
Mark 1 advancement tick in that category.
Choose one advancement category (actions, effect, or playbook) to
which your character devotes their personal training time. Mark
1 advancement tick in that category. If your crew has the Training
upgrade for that category, mark +1 advancement tick.
Review your playbook advancement items, and mark 1 playbook
advancement tick for each item that you did during the previous session.
If you've done the same item multiple times, you can take multiple ticks.
When you mark 4 action category ticks, clear the ticks and add a
dot to one of the actions in that category. (Level 3 and level 4 skills are
locked until you get the Expertise and Mastery crew training upgrades.)
When you mark 6 playbook advancement ticks, clear the ticks and
choose a new playbook special ability, or add +1 to an effect rating,
or add two items from another playbook to your list of item options.
You may spend any ticks you have for desperate moves to supplement
other advancement ticks. For example, if you have 1 tick in Blade and 3
ticks in desperate moves, you can combine those ticks (4 total) to add a
new Blade action dot. You can't spend desperate move ticks on their own.
Crew Advancement
At the end of each session:
Coin
When the crew completes a profitable score, they're rewarded with coin.
Coin is an abstract measure of significant wealth. The few silver pieces
the scoundrels use in their daily lives are not tracked. If a scoundrel wants
to toss a few silver around to achieve something, roll the Supply action.
You can spend coin 1-for-1 to increase the result level of any Acquire
Asset, Reduce Heat, Recovery, Project, or Gather Information roll. (So a
1-3 becomes a 4/5, a 4/5 becomes a 6, etc.). You can do this after the roll.
1 coin: A coffer of silver pieces. A fine artwork. A handful of
common jewels. The monthly take of a small business.
2 coin: A fine piece of art. An exquisite jewel.
3 coin: The monthly take of a thriving business.
4 coin: Liquidating a significant asseta boat, a property deed.
More than 4 coin is an impractical amount to keep lying around. If
the crew has a vault, they can store up to 8 coin, otherwise any coin
beyond 4 must be spent as soon as possible, or distributed among the
crew members.
1 parcel of silver coins or other bulk currency takes up 1 item slot
when carried.
20
downtime
downtime
The bone must be reset, Im afraid. Here,
breathe this black lotus vapor while I consult
Edvards treatise on anatomy.
Melvir Kepp
Crew Downtime
NPC Downtime
summary
When you're not pursuing a score, your crew can spend some time
recovering and dealing with other issues. During a downtime phase,
each crew member may do all of the following:
Indulge your vice to clear stress.
The NPC crews and factions also do things when you take downtime.
The GM advances their project clocks and chooses a downtime
action for each faction that they're interested in at the moment:
fWork
f
on a long-term project.
fReduce
f
heat on the crew.
GM: Take downtime actions and advance clocks for the factions
you're interested in right now. Don't worry about the rest. Later,
when you turn your attention to a faction you've ignored for a while,
go ahead and give them several downtime actions and clock ticks
to "catch up" to current events.
fAcquire
f
use of an asset (including hiring +1 scale worth of people
for one of your gangs).
A PC can take several downtime phases in a row, but each additional
downtime costs 1 coin or 1 hold. When you complete a score,
you reset and get a "free" downtime phase again.
See page 28 for the rules for all the downtime rolls.
GM: If a player can't decide which special downtime move to pick,
offer them a project idea. You know what the player is interested
in and what they like. Suggest a project that will head in a fun
direction for them.
You got that weird vision when you were messing around with
the altar to the Forgotten Gods, remember? You want to get to
the bottom of that, probably. Okay, start a project8 segments
called... "Weird God Vibes." What do you do to work on that?
21
gm
gm: goals, principles, & actions
GM Goals
This is what you're trying to accomplish when you run the game.
Play to find out what happens. Don't steer the game toward
certain outcomes or events. Be curious!
Bring Duskwall to life. Give each location a specific aspect
(crowded, cold, wet, dim, etc.). Give each NPC a name,
detail and a preferred method of problem solving (threats,
bargaining, violence, etc.). Give each action context the
knife fight is on rickety wooden stairs; the informant huddles
among the wreckage of the statue of the Weeping Lady; the
Lampblacks' lair stinks of black lotus smoke.
Convey the fictional world honestly. Spirits are terrifying.
Friends are really friends they'll help when they can but it
cuts both ways. If someone is reasonable, they'll listen to reason.
Don't keep pointless secrets so you can "reveal" them later. Let
it come out when it comes out. Find reasons to reveal the cool
things in your head.
GM Actions
The player characters have sixteen actions they use. You have
actions, too. When it's your turn to contribute to the game, and
you're not sure what to do, look at your list of actions and pick one.
GM Principles
they can react in time, they can make an action roll. If they're
hit with trouble, they can roll to resist it. Go ahead and say,
"The Unseen told you what would happen if you interfered.
They firebomb your lair while you're sleeping." The players
will interrupt, flashback, scramble and deal with it! It'll be fun.
Tell them the consequences and ask. "Yeah, you can totally
smash him. But he'll remember this. And he's friends with
Inspector Krop, remember? Still want to do it?"
Offer a devil's bargain. Think of a fun complication or reckless
decision. Offer them the bonus die in exchange. If you don't
have a good idea, you can offer the devil's die in exchange for
heat or stress.
Show the downside of their vice. Take a look at the purveyors
of vice (p. 35). How do their connections factor in to the
current situation in a problematic way?
Make a progress clock or tick one down. Keep a stack of
index cards handy. Make clocks like crazy! Keep them out
where everyone can see.
Ask the players. Ask them if this seems desperate. Ask
them where their character eats their meals. Ask them who
their character slept with last. Ask them questions they can
answer from within their character's POV things they know,
suspect, experienced, or hope for.
Actions ripple through the network. Every event has
consequences, good and bad. What one faction loves, another
hates. How is a certain faction connected to this? How might
they know about it?
Think off-screen. What's happening elsewhere? Put it on
screen. Show something only the audience sees.
22
gm
gm: best practices
Convey the ongoing fictional space as accurately as is
desirable for this group. Be concise. Use small details
when they help to convey a bigger picture.
23
gm
gm: techniques & bad habits
Play Goal-Forward.
Solicit a goal and plan, then cut to the action and use dice
rolls to move the situation forward. Don't be afraid to resolve
something! They want to eliminate Ulf Ironborn and then
they plan it and do it, despite the odds and dangers? It's done.
Don't string things out.
Put it in Context
Put it on Screen
Put it on a card.
Use index cards for NPCs, locations, job offers, leads, etc.
It's easy to lose track of things if you don't have a record of
it. By putting important things on index cards, everyone can
see them spread out on the table and incorporate them into
the game.
24
duskwall notables
gm reference
gm goals
Arvus, Ashlyn, Birch, Bird, Branon, Brace, Brance, Brena, Bricks, Candra,
Canter, Carissa, Carro, Casslyn, Cavelle, Chime, Clave, Coil, Corille,
Cross, Crowl, Cyrene, Daphnia, Drav, Edlun, Emeline, Flint, Frog,
Frost, Grine, Helles, Hix, Holtz, Hook, Kamelin, Keel, Kelyr, Kobb,
Kristov, Laudius, Lauria, Lenia, Lizete, Lorette, Lucella, Lynthia, Mara,
Milos, Mist, Moon, Morlan, Myre, Nail, Narcus, Naria, Needle, Noggs,
Odrienne, Orlan, Phin, Polonia, Pool, Potch, Quess, Remira, Ring,
Roethe, Sesereth, Sethla, Silver, Skannon, Skeever, Skinner, Song, Stavrul,
Stev, Syra, Talitha, Tesslyn, Thena, Thistle, Thorn, Timoth, Tocker, Una,
Vauri, Veleris, Veretta, Vestine, Vey, Volette, Vond, Weaver, Wester.
Ask questions!
Affable
Brooding
Bright
Dark
Fair
gm principles
gm actions
Worn
Lean
Wiry
Huge
Chiseled
Athletic
Stout
Scarred
Rough
Striking
Lovely
Handsome
Slim
Delicate
Bony
Plump
Squat
Weathered
Cold
Sad
Stern
Open
Languid
Calm
Fierce
vice
teamwork: on point
teamwork: backup
gather information
planning
downtime
Coalridge
The Docks
Crows Foot
Dunslough
Barrowcleft
Charhollow
locations
Undercross
Echo Gardens
The Night Market
The Canals
Chalk Street Bridge
Candle Street Bridge
Gaddoc Rail Station
Heartbreak Square
The Anvilworks
Black Circle
Cathedral Hill
Bellweather Crematorium
Ironhook Prison
taverns
starting
the game
starting the game
Explain the Situation
Read or summarize the info on page 6.
Follow the procedures on page 31 and page 38. Ask some of these
questions while they do it:
Have you ever been locked up? For what crime?
Why did you become a scoundrel?
How did you join this crew? Did another member vouch for you?
Were you a founding member?
What's your vice? What is it, specifically? (what kind of drug,
etc.) Why does that thing consume you?
Who do you trust the most on the crew? Who do you trust the
least? What's that about? Or will we find out in play?
Has [faction] ever tried to recruit you ? What happened? You,
uh, don't secretly work for them, do you?
Play the NPCs. Mylera, Bazso, and Lyssa all have thiefy things that
need doing, so they'll offer the PCs jobs (until the PCs make an
enemy of them, of course). Use the scores tables on page 40 for
ideas. Also, each faction is vulnerable to thievery in some way.
How can the players use their crew's strengths to profit from this
situation? Ask them how they want to gather information, which
leads to a plan (or vice versa).
Score I
Who's on point?
There are three sample starting scores, at right. Offer those, ask them
which they want to pursue. Ask them to pick a plan and provide
the detail, then ask who's on point, and get to it.
Score II
The Campaign
This quick start isn't really meant for a campaign, but, you can easily
play out the consequences of the starting situation over several
sessions. Who ends up running the ward? Do the PCs use the
situation to rise up in the faction ranks? Do they manage to play for
all three sides, or do they have to take a stand? Plenty of material
to work with there.
Score III
Lyssa is vulnerable. She needs assistance if
she's gonna seize control of the ward.
Steal some loot and bring it to her to help
her pay for bribes and thugs to seize the
ward. Profit and status both, for you.
What's the plan? Provide the detail.
Who's on point?
26
Desperate
Risky
Controlled
effect roll
1d for each Effect diamond .
6: You do it!
4/5: You do it with reduced effect (-1
level), or try for full effect by taking a
bigger risk and rolling a risky move.
1-3: You reveal a flaw in this approach
that will expose you to danger. You may
back out now (abandon this method of
action) or go ahead with it by rolling a
risky move.
resistance roll
Critical: Your effect is extreme.
6 segments.
6: Your effect is complete. 4 segments.
4/5: Your effect is partial. 2 segments.
1-3: Your effect is diminished. 1 segment.
downtime rolls
recovery roll
1d for each Action dot.
Increase the rolled result level by +1
for each parcel of coin you spend.
Heal Thyself
vice roll
1d for each Vice rating.
Temporary Use
When you acquire an asset this way, its for one use only. This may be a single instance (like
pouring a vial of poison into a goblet, or luring a rogue ghost into a spirit bottle) or a single period
of use (like hiring a boat for a couple hours).
Overindulgences
Broke. You pawn off your assets to pay for a
massive indulgence in your vice. Lose access
to all but one of your personal items or gear
(its your choice which one to keep) until you
next complete a profitable job.
When you have downtime, each PC restores all of their armor, rolls to recover from lasting effects,
and rolls to indulge their vice. They may choose one additional action from the rolls on this page.
development roll
1d for each crew Resources effect
diamond.
Crime Pays
Set the default coin reward based on the
nature of the score:
Wanted Level
Set the default hold reward based on the importance of the target: 1 hold per Tier of
the target, +1 hold if the target is in the public eye or is high profile in some other way.
Modify the default coin and hold rewards based on the outcome of the development roll.
character creation
1. Choose Playbook
...and detail it with a note about your family life. Ex. Skovlan:
Ore Miners.
3. Choose a Background
You own all of your items. Check the boxes for the items you're
currently carrying. The number of items you check determines
your movement speed and conspicuousness (items in italics
don't count toward your load): 3: Light (youre faster and less
conspicuous. you can blend in with citizens). 4 or 5: Normal
(you look like a scoundrel, ready for trouble). 6: Heavy (youre
slower. you look like an operative on a mission). Some items count
as two items for load (they have two connected boxes). Note that
the Cutter playbook can carry a heavier load.
You begin with all of your friends. Mark the one who is a close
friend, long-time ally, or lover.
Pick your preferred vice from the list. You indulge your vice to
clear stress. Your vice rating begins at 1.
Actions
Actions are grouped into four categories: Blade (the bloody actions
of battle), Book (the actions of knowledge and reason), Cloak (the
subtle actions of the shadows), and Mask (social actions).
Attune to spiritual forces and electroplasmic energy;
understand spectrology, ancient lore, rituals, and occult
practices.
Cipher information with books and academic knowledge; do
research; employ codes and secret messages; forge documents.
Command obedience with your force of personality;
intimidate or threaten; execute an action with one of the
crew's units.
Consort with your friends and contacts to discover information
or gain access to people or places; acquire new connections.
Deceive with falsehoods, disguise, or bluff; detect lies; evade
questions and scrutiny; conceal your true intentions.
Discern what's really going on; put the pieces together; gain a
deeper understanding; focus and judge; anticipate and foresee.
Mayhem wrecks with savage force; brawl and wrestle; fight
in a group skirmish.
Murder a target with precision violence; execute a killing
and leave little evidence; engage in skillful combat.
Prowl about unseen and overcome physical obstacles;
general athletic ability.
Secure entry into a protected area by defeating locks and
avoiding alarms or traps; secure an area against infiltration.
Slip away from scrutiny or suspicion, slip an item out of
someone's pocket; use misdirection or distraction; sleight of
hand; blend in a crowd; remain inconspicuous.
Stalk a target to discover where it is, where it's going, where
it's been, and who's connected to it.
Stitch up wounds and provide long-term care; remove a
lasting effect penalty for one sequence of action.
Supply the temporary use of an asset by mustering finances;
bribe or coerce with money; trace supply routes for goods
and services.
Sway attitudes and behavior with charm, manipulation, or
bravado; seduce and lure; make a convincing case.
Tinker with devices and chemistry to create, modify, or
repair.
Effects
Force: How hard do you hit? How strong is your hold? How
scary is your display of violence? How badly do you wreck it?
Finesse: How quickly or smoothly do you do it? How much
ground do you cover? How good is the position you take?
How subtle is your action?
Insight: How much do you find out? How detailed or broad
is the information? How accurately can you predict with this
knowledge?
Will: How strong is your will? How thorough is your
influence over someone else? How brave are you? How much
inner energy can you muster?
Worn
Lean
Wiry
Huge
Chiseled
Tricorn Hat
Long Coat
Hood & Veil
Short Cloak
Knit Cap
Slim Jacket
Hooded Coat
Athletic
Stout
Scarred
Rough
Striking
Tall Boots
Mask & Robes
Suit & Vest
Thick Greatcoat
Loose Silks
Waxed Coat
Long Scarf
Lovely
Handsome
Slim
Delicate
Bony
Plump
Squat
Weathered
Cold
Sad
Stern
Open
Languid
Calm
Fierce
cutter
special abilities
look
vice affiliationdrinkdrugsfaithgamblingloversluxuriesweird
name
stress
trauma
armor
+heavy
battleborn
lasting effects
coin
notes
stash
Daring: When you roll 1-3 and choose to try again with more
risk, you get +1d.
Experienced: Choose an additional background with which
you get a bonus.
Veteran: Choose a special ability from another playbook.
A Blade or Two
Throwing Knives
A Pistol & Shot
A Large Weapon
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Books / Maps
Spectrology Gear
Subterfuge Supplies
Tinkering Tools
A small personal item
teamwork: on point
teamwork: backup
Wrecker tools
Concealed
blade
Spiritbane charm
dangerous friends
Marlane, a pugilist
blade
command
mayhem
murder
stitch
book
attune
cipher
supply
tinker
cloak
prowl
secure
slip
stalk
mask
consort
deceive
discern
sway
Grace, an extortionist
playbook advancement
gather information
planning
downtime
desperate rolls
effects
force
finesse
insight
will
+ the target.
hound
special abilities
name
look
vice affiliationdrinkdrugsfaithgamblingloversluxuriesweird
stress
trauma
armor
+heavy
coin
notes
cold
lasting effects
stash
Daring: When you roll 1-3 and choose to try again with more
risk, you get +1d.
Experienced: Choose an additional background with which
you get a bonus.
Veteran: Choose a special ability from another playbook.
A Blade or Two
Throwing Knives
A Pistol & Shot
A Large Weapon
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Books / Maps
Spectrology Gear
Subterfuge Supplies
Tinkering Tools
A small personal item
teamwork: on point
teamwork: backup
Electroplasmic ammunition
Far-sight spyglass
Concealed blade
Spiritbane charm
deadly friends
Bell, a duelist
Oman, an assassin
Celene, a sentinel
blade
command
mayhem
murder
stitch
book
attune
cipher
supply
tinker
cloak
prowl
secure
slip
stalk
mask
consort
deceive
discern
sway
Veleris, a spy
playbook advancement
gather information
planning
downtime
desperate rolls
effects
force
finesse
insight
will
+ the target.
lurk
blade
special abilities
name
look
vice affiliationdrinkdrugsfaithgamblingloversluxuriesweird
stress
trauma
armor
+heavy
shadow
lasting effects
coin
notes
stash
A Blade or Two
Throwing Knives
A Pistol & Shot
A Large Weapon
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Books / Maps
Spectrology Gear
Subterfuge Supplies
Tinkering Tools
A small personal item
teamwork: on point
teamwork: backup
Fine lockpicks
Dark-sight goggles
Concealed blade
Spiritbane charm
keen friends
Telda, a beggar
Darmot, a bluecoat
Frake, a locksmith
command
mayhem
murder
stitch
book
attune
cipher
supply
tinker
cloak
prowl
secure
slip
stalk
mask
consort
deceive
discern
sway
playbook advancement
gather information
planning
downtime
desperate rolls
effects
force
finesse
insight
will
+ the target.
slide
blade
special abilities
look
vice affiliationdrinkdrugsfaithgamblingloversluxuriesweird
name
stress
trauma
armor
+heavy
suspicious
lasting effects
coin
notes
Trust in Me: You get +1d when you roll vs. a target you have
a relationship with.
Suspicious: You get special armor vs. persuasion or deception.
When you roll a crit while manipulating someone, clear 1 stress.
stash
Daring: When you roll 1-3 and choose to try again with more
risk, you get +1d.
Experienced: Choose an additional background with which
you get a bonus.
Veteran: Choose a special ability from another playbook.
A Blade or Two
Throwing Knives
A Pistol & Shot
A Large Weapon
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Books / Maps
Spectrology Gear
Subterfuge Supplies
Tinkering Tools
A small personal item
teamwork: on point
teamwork: backup
Trance powder
A cane-sword
Concealed blade
Spiritbane charm
low friends
Harker, a jail-bird
command
mayhem
murder
stitch
book
attune
cipher
supply
tinker
cloak
prowl
secure
slip
stalk
mask
consort
deceive
discern
sway
Nyryx, a prostitute
Lanette, an informant
playbook advancement
gather information
planning
downtime
desperate rolls
effects
force
finesse
insight
will
+ the target.
whisper
special abilities
look
vice affiliationdrinkdrugsfaithgamblingloversluxuriesweird
name
stress
trauma
armor
+heavy
beyond
lasting effects
coin
notes
stash
Daring: When you roll 1-3 and choose to try again with more
risk, you get +1d.
Experienced: Choose an additional background with which
you get a bonus.
Veteran: Choose a special ability from another playbook.
A Blade or Two
Throwing Knives
A Pistol & Shot
A Large Weapon
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Books / Maps
Spectrology Gear
Subterfuge Supplies
Tinkering Tools
A small personal item
teamwork: on point
teamwork: backup
Fine lightning-hook
Ghost key
Demonbane charm
Spiritbane charm
strange friends
Scurlock, a vampire
blade
command
mayhem
murder
stitch
book
attune
cipher
supply
tinker
cloak
prowl
secure
slip
stalk
mask
consort
deceive
discern
sway
Setarra, a demon
Quellyn, a witch
playbook advancement
gather information
planning
downtime
desperate rolls
effects
force
finesse
insight
will
+ the target.
standard items
cutter items
slide items
of your choice.
of your choice.
throwing.
a metal helm.
hound items
at long range.
a noble's cane.
whisper items
lurk items
prefer to avoid.
prefer to avoid.
crew creation
1. Choose Crew Type
Your crew type represents the nature of your crew, its special
abilities, and how they advance. In the full game, there are
several to choose from. In this quick start, you're Thieves.
2. Choose a Special Ability
Choose 1 starting special ability for the crew.
3. Choose Reputation
Your crew's reputation represents how you use your Renown
effect rating to impress or frighten other crews.
4. Assign Crew Upgrades
Mark 2 upgrade boxes. If you choose one of the gangs
(Adepts, Killers, Thugs, Rooks, Shadows, Rovers) also choose
which NPC among their roster is the leader of that gang).
5. Assign Effect Diamonds
Assign 3 diamonds to crew effects (Gangs, Lair, Morale,
Resources, or Transport) in addition to those already marked.
No effect may start higher than 2.
5. Choose A Favorite Contact
You begin with all of your contacts. Mark the one who is
a close friend, long-time ally, or partner in crime.
6. Assign Faction Status Ticks
Each player assigns a positive tick and a negative tick with any
Tier 1 or Tier 2 faction (to represent past interactions). Then, as
a group, assign one positive and one negative tick at Tier 3. Say
why you have good or bad status with these factions.
7. Crew Name, Lair Details, & Patron or Boss
Your crew has a patron or ward boss who has helped you get
started. They may sometimes come to you with requests. In
the quick start, this person is Lyssa, the new boss of Crow's
Foot. Choose a quality that best describes her.
Thinking of a name for your crew can be very hard at first.
It's okay to start out without a name and later acquire one
based on what the crew is like.
Crew Upgrades
Crew Effects
Morale: How well can your crew and gangs hold together
during adversity?
Resources: How well can you develop, given your
available assets and debts?
Transport: How quickly can you get your gangs in
position? How advantageous is your maneuver?
Elite Gangs: When you employ an Elite gang, you get +1d
effect (like a fine item).
Renown
Your Renown starts at 1. It represents how much clout you
have among the other crews and factions. Your renown
advances when your Wanted Level increases. You roll your
Renown when you try to reduce Heat on your crew.
tier
hold
thieves
factions
gangs
Adepts
Hidden Lair
Blade Training
Dowler, an explorer
lair
Killers
Secure Lair
Book Training
Laroze, a bluecoat
Thugs
Library
Cloak Training
Elite Shadows
Amancio, a fence
Rooks
Quarters
Mask Training
Fitz, a collector
The Unseen
iii
iii
Lord
Scurlock
iii
The Hive
iii
ii
The Crows
ii
The Lampblacks
ii
The
Red
Sashes
ii
ii
Ulf Ironborn
i
The Eels
i
The
Lost
Duskwall Council
iv
Skovlander Refugees
iv
Ironhook Prison
iii
Spirit Wardens
iii
Bluecoats
iii
Inspectors
Leviathan Hunters
iii
Sailors
ii
Dockers
ii
Gondoliers
ii
Cabbies
i
Rail Jacks
Shadows
Vault
Expertise
Secondary Lair
Rovers
Mastery
The
Path
of
Echoes
ii 5
Deathlands
Scavengers
i 3
tier
name
lair
absentbolddrivencarelessfiendish hold
meticulouspatientruthlesssavvyweird
ward boss
coin
wanted
heat
renown ambitiousbrutaldaringprofessionalsubtlestrange
roster
special abilities
others
adepts
killers
thugs
Vincen
Crane
Zana
Kyra
Dro
Chalk
Tor
Tevis
Whistler
Vetta
Aslyn
Grip
rooks
shadows
rovers
crew advancement
Lyzelle
Avery
Kam
Corlane
Merrick
Ruby
Grevor
Adra
Hester
Quinn
Sloane
Drake
crew effects
morale
resources
transport
notes
crew upgrades
Workshop
contacts
Church of the
Ecstasy of the Flesh
iii
7
6
5
4
4
3
3
3
5
3
2
3
3
8
2
9
6
7
9
8
5
4
4
3
3
5
ii 4
i 3
scores
To generate a score, roll or choose on the following tables. Still a work in progress.
1. CLIENT / 3. TARGET
2. WORK
4. LOCATION
5. TROUBLES
civilian
skullduggery
mood
barriers
Academic or Scholar
Stalking or Surveillance
Haunted or Cursed
Laborer or Tradesman
Sabotage or Arson
Abandoned or Decrepit
Courier or Sailor
Lift or Plant
Busy or Crowded
Merchant or Shopkeeper
Lavish or Refined
Artist or Writer
Burglary or Heist
Dank or Dismal
Runes / Wards
Doctor or Alchemist
Serene or Silent
Electroplasmic Security
criminal
violence
type
dangers
Assassinate
Ship or Dockside
Mercenary or Thug
Disappear or Ransom
Canals or Grotto
Toxic Substances
Fence or Gambler
Terrorize or Extort
Clockworks / Automatons
Spy or Informant
Destroy or Deface
Tavern or Restaurant
Alarms
Smuggler or Thief
Raid or Defend
Shop or Marketplace
Rogue spirits
Crime Boss
Tower or Keep
Electroplasmic Devices
political
underworld
type
opposition
Noble or Official
Escort or Security
Manor or Villa
Banker or Captain
Smuggle or Courier
Sewer or Slaughterhouse
Bluecoats / Imperials
Revolutionary or Refugee
Blackmail or Discredit
Workshop or Factory
Clergy or Cultist
Con or Espionage
Barracks or Bunkhouse
Constable or Inspector
Locate or Hide
Rail Station
Library or School
Hollows
strange
unnatural
ward
Curse or Sanctify
Whitecrown or Brightstone
Occult Collector
Banish or Summon
Extract Essence
Mightmarket or Silkshore
Demon (disguised)
Possessed or Hollow
Barrowcleft or Charhollow
6. TWIST OR COMPLICATION
1
2
3
4
5
purveyors of vice
affiliation
lovers
The Unseen.
The Hive.
The Circle of Flame.
drink
Mardin Gull, The Leaky Bucket, Crow's Foot.
Pux Bolin, the Harping Monkey, Nightmarket.
Helene, Silver Stag casino, Silkshore.
Harvale Brogan, The Centuralia, Six Towers.
luxuries
Singer, bath house, Crows Foot.
Travens smoke shop, Coalridge.
drugs
weird
The hooded proprietor of a half-flooded grotto
tavern near the docks. Strange passageways
lead to stranger chambers beyond.
faith
Sister Narya of the Weeping Lady.
The ruins of the Temple to Forgotten Gods,
Coalridge.
gambling
Spoggs dice game, Dunslough.
Grist, boxing, the Docks.
Helene, Silver Stag casino, Silkshore.
Master Vreen, hound racing, Nightmarket.
Lady Devera, The Dusk Manor Club, Whitecrown.
40
the
unquiet
the unquiet
dead dead
They say anything can be sold on the streets
of Duskwall. But have you ever tried to unload
a cursed spirit bottle? Yeah, all of sudden the
market dries up.
Flint
details
A spirit rises from its corpse three days
after death, unless the body is dissolved in
electroplasm before then.
Bellweather Crematorium (operated by the
bronze-masked Spirit Wardens) handles most
of the corpse disposal in Duskwall. But rogue
spirits still haunt the city.
Ghosts are not the only undead. A variety of
strange beings stalk the darkest shadows.
Spectrology
Its said that the cataclysm which shattered the earth, banished the
sun, and turned the seas to black ink was caused by a sorcerer who
dabbled in forbidden magic and tore down the Gates of Death.
But who believes such ancient tales? Whatever the truth of it, one
thing is certain: once a body dies, its spirit does not disperse as they
once did long ago. It becomes a ghost: a spectral entity composed
of electroplasmic vapors.
It takes roughly three days for a ghost to become free of the corpse.
It is then free to wander the world, consumed by darker and darker
urges until it goes entirely mad and monstrous. If the corpse is
dissolved in electroplasm before then, the spirit, too, is destroyed.
But there are other ways for body and spirit to relate...
Soul. A living body with its own spirit. The normal state of affairs.
Possessed. A living body containing two (or more) spirits.
Hollow. A living body without a spirit. Usually dim-witted and
easily controlled.
Hull. A clockwork body animated by a bound spirit.
Undead. A dead body animated and sustained by a spirit.
Sometimes called a vampirethough only some crave hot
blood.
Ghost. A spirit without a body. Craves life essence and
vengeance on its earthly enemies. Can coalesce into semi-solid
electroplasmic vapor or diffuse into a fine haze.
Spirit-Well: A rift in reality where ghosts and other
supernatural beings congregate to draw energy. In ancient myth,
a spawning ground for demons.
Electroplasm: The energetic residue distilled from spirits
and leviathan blood.
Whisper: A person sensitive to spirits. May be able to summon
and communicate with ghosts.
41
duskwall
blackvale
Tycheros
Akoros
[Dark forests, rocky hills. Rich coastal cities and some mining colonies deep inland.]
lockport
Skovlan
duskwall
Severos
[Windswept grass plains. Outside the Imperial cities, some native Serverosi still live
in tribes, scavenging the deathlands on their ghost-hunting horses.]
Iruvia
arvaedh
whitehollow
[Golden deserts. People say that some positions of power are openly held by demons
in Iruvia.]
wintercliff
Akoros
tyrmoor
[Tropical, jungle. People there live without lightning barriers. How do they manage
that?]
Skovlan
ilysia
[Cold, mountainous, wild. The last holdout from Imperial control. The war of Skovlan
Unity ended only a few years ago.]
Tycheros
[A far off land, disconnected from the Empire. People say the Tycherosi (rudely
called "Strangers") have demon blood. If you play one, tell the group what your
telltale demonic feature is.]
The islands have wildly different climates due to magical weirdness from the
cataclysm. The "water" of the Never Sea seems to be composed of opaque black ink,
but it's possible to see constellations of shimmering stars far below the surface. The
sun is a dim ember, providing only purpleish twilight at dawn and dusk; leaving the
world in darkness otherwise.
imperial
city
sevrin
Severos
south
point
cullfield
thorn
irondale
sunfall
bright
harbor
(eldira)
The
Dagger
Isles
Iruvia
mistport
kethrys
u'duasha
alduara