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Blades in The Dark (v8.2) - Sheets PDF
Blades in The Dark (v8.2) - Sheets PDF
5 Choose a special ability. They’re in scoundrel, ready for trouble. Stavrul, Stev, Syra, Talitha, Tesslyn, Thena, Timoth,
the gray column in the middle of Tocker, Una, Vaurin, Veleris, Veretta, Vestine, Vey, aliases
6 load: Heavy. You’re slower. You Bell, Birch, Bricks, Bug, Chime, Coil, Cricket, Cross,
the character sheet. If you can’t decide, Volette, Vond, Weaver, Wester, Zamira.
look like an operative on a mission. Crow, Echo, Flint, Frog, Frost, Grip, Gunner, Hammer,
choose the first ability on the list. It’s
7-9 load: Encumbered. You’re Hook, Junker, Mist, Moon, Nail, Needle, Ogre, Pool,
placed there as a good first option.
overburdened and can’t do anything Ring, Ruby, Silver, Skinner, Song, Spur, Tackle, Thistle,
looks
6 Choose a close friend and a
rival. Mark the one who is a
close friend, long-time ally, family
except move very slowly.
Some special abilities (like the Cutter’s Man, Woman, Ambiguous, Concealed.
Thorn, Tick-Tock, Twelves, Vixen, Whip, Wicker.
Mule ability or a Demon’s incredible Affable, Athletic, Bony, Bright, Brooding, Calm, Chiseled, Cold, Dark, Delicate, Fair, Fierce, Grimy, Handsome,
relation, or lover (the upward-pointing
strength) increase the load limits. Huge, Hunched, Languid, Lovely, Open, Plump, Rough, Sad, Scarred, Slim, Soft, Squat, Stern, Stout, Striking,
triangle). Mark one who is a rival,
Some items count as two items for load Twitchy, Weathered, Wiry, Worn.
enemy, scorned lover, betrayed partner,
etc. (the downward-pointing triangle). (they have two connected boxes). Items Collared Shirt Heavy Jacket Knit Sweater Rags & Tatters Slim Jacket Tricorn Hat
in italics don’t count toward your load. Eel-skin Bodysuit Hide & Furs Leathers Rough Tunic Soft Boots Vest or Waistcoat
7 Choose your vice. Pick your
preferred type of vice, detail it with a
short description and indicate the name
You don’t need to select specific items
now. Review your personal items and
Fitted Dress
Fitted Leggings
Hood & Veil
Hooded Cape
Long Coat
Long Scarf
Scavenged Uniform Suit & Tie
Sharp Trousers Suspenders
Waxed Coat
Wide Belt
and location of your vice purveyor. the standard item descriptions provided Half-Cape Hooded Coat Loose Silks Short Cloak Tall Boots Work Boots
in this PDF. Heavy Cloak Knit Cap Mask & Robes Skirt & Blouse Thick Greatcoat Work Trousers
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
Marlane, a pugilist Fine hand weapon A Blade or Two
Chael, a vicious thug Fine heavy weapon Throwing Knives
Scary weapon or tool A Pistol A 2nd Pistol
Mercy, a cold killer A Large Weapon
Manacles & chain
Grace, an extortionist Rage essence vial An Unusual Weapon
Sawtooth, a physicker Spiritbane charm 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?
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
harm healing immune to the poisonous miasma of the deathlands and are able to attune
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
armor uses (though level 4 harm is still fatal). sway
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.
Steiner, an assassin Fine pair of pistols A Blade or Two
Celene, a sentinel Fine long rifle Throwing Knives
Electroplasmic ammunition A Pistol A 2nd Pistol
Melvir, a physicker A Large Weapon
A trained hunting pet
Veleris, a spy Spyglass An Unusual Weapon
Casta, a bounty hunter Spiritbane charm 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]?
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
Stazia, an apothecary Fine tinkering tools A Blade or Two
Veldren, a psychonaut Fine wrecking tools Throwing Knives
When you use a bandolier
slot, choose an alchemical: Blowgun & darts, syringes A Pistol A 2nd Pistol
Eckerd, a corpse thief A Large Weapon
Alcahest Bandolier (3 uses)
Jul, a blood dealer
Bandolier (3 uses) An Unusual Weapon
Binding Oil
Malista, a priestess Gadgets Armor +Heavy
Drift Oil
Burglary Gear
Drown Powder
xp Climbing Gear
Eyeblind Poison
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]?
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.
Expertise: Choose one of your action ratings. When you lead a prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird 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).
Shadow: You may expend your special armor to resist a consequence
bonus die
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.
Telda, a beggar Fine lockpicks
A Blade or Two
Darmot, a bluecoat Fine shadow cloak
Throwing Knives
Light climbing gear
A Pistol A 2nd Pistol
Frake, a locksmith A Large Weapon
Silence potion vial
Roslyn Kellis, a noble Dark-sight goggles An Unusual Weapon
Petra, a city clerk Spiritbane charm 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]?
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
Like Looking into a Mirror: You can always tell when someone prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird 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.
Bryl, a drug dealer Fine clothes & jewelry
A Blade or Two
Bazso Baz, a gang leader Fine disguise kit
Throwing Knives
Fine loaded dice, trick cards
A Pistol A 2nd Pistol
Klyra, a tavern owner A Large Weapon
Trance powder
Nyryx, a prostitute A cane-sword An Unusual Weapon
Harker, a jail-bird Spiritbane charm 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?
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
Salia, an information broker Fine cover identity
A Blade or Two
Fine bottle of whiskey
Throwing Knives
Augus, a master architect
Blueprints
A Pistol A 2nd Pistol
Jennah, a servant A Large Weapon
Vial of slumber essence
Riven, a chemist Concealed palm pistol An Unusual Weapon
Spiritbane charm Armor +Heavy
Jeren, a bluecoat archivist
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]?
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.
Nyryx, a possessor ghost
Fine lightning hook A Blade or Two
Scurlock, a vampire Fine spirit mask Throwing Knives
Electroplasm vials A Pistol A 2nd Pistol
Setarra, a demon
A Large Weapon
Spirit bottles (2)
Quellyn, a witch
Ghost key An Unusual Weapon
Flint, a spirit trafficker Demonbane charm 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]?
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
_____________________ ______________________
_________________
_____________________ ______________________
_________________
______________________
_____________________
_________________
______________________
_____________________
_________________
______________________
_____________________ ______________________
_________________
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]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
STANDARD ITEMS
A Blade or Two: Perhaps you carry a Burglary Gear: A set of lockpicks. A small
duskwall: vice purveyors
simple fighting knife. Or two curved pry-bar. Vials of oil to silence squeaky
swords. Or a rapier and stiletto. Or a hinges. A coil of wire and fishing hooks. A faith pleasure, stupor
heavy butcher’s cleaver. [1 load] small pouch of fine sand. [1 load] Mother Narya, House of the Weeping Mardin Gull, the Leaky Bucket,
Your choice of blade might reflect your Climbing Gear: A large coil of rope. A Lady, Six Towers. tavern, Crow’s Foot.
heritage: small coil of rope. Grappling hooks. A Ilacille, the ruins of the Temple to Pux Bolin, the Harping Monkey,
small pouch of chalk dust. A climbing forgotten gods, Coalridge. tavern, Nightmarket.
In the North(Akoros and Skovlan) blades harness with loops and metal rings. A set
tend to be broad, heavy, and single-edged. Nelisanne, The Church of the Ecstasy Helene, Silver Stag casino, Silkshore.
of iron pitons and a small mallet. [2 load]
of the Flesh, Brightstone. Lady Freyla, the Emperor’s Cask, bar,
In Severos, the horse-lords favor spears in Documents: A collection of slim volumes
battle, but for personal combat they carry Lord Penderyn, the Archive of Whitecrown.
on a variety of topics, including a registry Echoes, Charterhall.
distinctive double-edged daggers with very of the nobility, City Watch commanders, Avrick, powder dealer, Barrowcleft.
wide blades, often intricately inscribed with
family histories.
and other notable citizens. Blank pages, a gambling Rolan Volaris, the Veil, social club,
vial of ink, a pen. A number of interesting Nightmarket.
Spogg’s dice game, Crow’s Foot.
In the Dagger Isles, the corsairs often use maps. [1 load] Madame Tesslyn, the Red Lamp,
narrow, light blades made for quick thrusts— Grist, boxing, the Docks.
Arcane Implements: A vial of quicksilver. brothel, Silkshore.
such as the rapier and stiletto. Helene, Silver Stag casino, Silkshore.
A pouch of black salt. A spirit anchor in Traven’s smoke shop, Coalridge.
In Iruvia, curved blades are common; the form of a small stone. A spirit bottle. A Master Vreen, hound racing,
Eldrin Prichard, the Silver Swan
sharpened on the outer edge like a saber, or vial of electroplasm, designed to break and Nightmarket.
pleasure barge, Brightstone canals.
sharpened on the inner edge, like a sickle. splatter on impact. [1 load] Lady Dusk, the Dusk Manor Club,
Jewel, Bird, and Shine, Catcrawl
Throwing Knives: Six small, light blades. Subterfuge supplies: A theatrical make-up Whitecrown.
Alley, the Docks.
[1 load] kit. A selection of blank documents, ready Sergeant Velk, the fighting pits,
A Pistol: A heavy, single-shot, breech-
for the forger’s hand. Costume jewelry. Dunslough. weird
A reversible cloak and distinctive hat. A The hooded proprietor of a half-
loading firearm. Devastating at 20 paces,
forged badge of office. [1 load] luxury, pleasure flooded grotto tavern near the docks.
slow to reload. [1 load] Singer, bath house, Crow’s Foot.
Demolition tools: A sledgehammer Strange passageways lead to stranger
A Large Weapon: A weapon meant for and iron spikes. Heavy drill. Crowbar. Harvale Brogan, the Centuralia Club, chambers beyond.
two hands. A battle-axe, greatsword, [2 load] Brightstone. Father Yoren, House of the Weeping
warhammer, or pole-arm. A hunting Traven’s smoke shop, Coalridge.
Tinkering Tools: An assortment for Lady, Six Towers.
rifle. A blunderbuss. A bow or crossbow.
detailed mechanist work: jeweler’s Dunridge & Sons fine fabrics and “Salia,” a spirit of the Reconciled,
[2 load]
loupe, tweezers, a small hammer, pliers, tailoring, Nightmarket. which moves from body to body at
An Unusual Weapon: A curiosity or tool screwdriver, etc. [1 load] their whim.
Chef Roselle, the Golden Plum
turned into a weapon. A whip, a flail, a
Lantern: A simple oil lantern, a fancy restaurant, Six Towers. Sister Thorn, deathlands scavenger
hatchet, a shovel, a length of chain, a razor-
edged fan, steel-toed boots. [1 load] electroplasmic lamp, or other light source. Maestro Helleren, Spiregarden gang, Gaddoc Station.
[1 load] theater, Whitecrown. Ojak, Tycherosi rooftop market
Armor: A thick leather tunic plus
Spiritbane Charm: A small arcane trinket vendor, Silkshore.
reinforced gloves and boots. [2 load]
that ghosts prefer to avoid. [0 load]
obligation Aranna the Blessed, cultist of a
+Heavy: The addition of chain mail, metal Family members (heritage) or forgotten god, barge moored in
plates, a metal helm. [3 load] The load former co-workers (background). Nightmarket.
for heavy armor is in addition to normal Hutton, Skovlander Refugees/
armor—5 load total. Revolutionaries, Charhollow.
The Circle of Flame, a secret society.
crew creation
1 Choose a crew type. The crew type
determines the group’s purpose, their
special abilities, and how they advance.
5 Assign crew upgrades. Your crew has
two upgrades pre-selected. Choose
two more. If your crew has a cohort,
CREW UPGRADES
Boat house: You have a boat, a dock on a Quarters: Your lair includes living
waterway, and a small shack to store boating quarters for the crew. Without this upgrade,
You begin at Tier 0, with strong hold and follow the procedure to create it. Record supplies. A second upgrade improves the each PC sleeps elsewhere, and is vulnerable
0 rep. You start with 2 coin. the faction status changes due to your boat with armor and more cargo capacity. when they do so.
upgrades:
Carriage House: You have a carriage, Secure Lair: Your lair has locks, alarms,
2 Choose an initial reputation and
lair. Choose how other underworld
factions see you: Ambitious—Brutal—
One faction helped you get an upgrade.
Take +1 status with them. Or spend 1
coin for +2 status instead.
two goats to pull it, and a stable. A second
upgrade improves the carriage with armor
and traps to thwart intruders. A second
upgrade improves the defenses to include
and larger, swifter goats. Horses are very rare arcane measures that work against spirits.
Daring—Honorable—Professional— One faction was harmed when you got in Doskvol—most carriages in the city use the You might roll your crew’s Tier if these
Savvy—Subtle—Strange. Look at the map an upgrade. Take -2 status with them. large Akorosian goat as their draft animal. measures are ever put to the test, to see how
and pick a district in which to place your Or spend 1 coin for -1 status instead. Cohort: A cohort is a gang or a single well they thwart an intruder.
lair. Describe the lair.
expert NPC who works for your crew. For Training: If you have a Training upgrade,
4 Choose a special ability. They’re in the factions’ relationship with your contact upgrade, PC action ratings are capped at 3). you mark 2 xp on your playbook xp track
the gray column in the middle of the and take +2 and -2 status, instead. This costs four upgrade boxes to unlock. when you train.
crew sheet. If you can’t decide, choose the Quality: Each upgrade improves the Vault: Your lair has a secure vault,
first ability on the list. It’s placed there as quality rating of all the PCs’ items of that increasing your storage capacity for coin to
a good first option. type, beyond the quality established by the 8. A second upgrade increases your capacity
crew’s Tier and fine items. You can improve to 16. A separate part of your vault can be
the quality of Documents, Gear (covers used as a holding cell.
Burglary Gear and Climbing Gear), Arcane Workshop: Your lair has a workshop
Implements, Subterfuge Supplies, Tools appointed with tools for tinkering and
(covers Demolitions Tools and Tinkering alchemy, as well as a small library of books,
Tools), and Weapons. documents, and maps. You may accomplish
So, if you are Tier 0, with fine lockpicks (+1) long-term projects with these assets without
and the Quality upgrade for gear (+1), you leaving your lair.
could contend equally with a Tier II quality
lock.
assassins
cohort gang expert
special abilities
name reputation
Deadly: Each PC may add +1 action rating to Hunt, Prowl, or
lair Skirmish (up to a max rating of 3).
rep turf hold weak strong tier
Crow's Veil: Due to hard-won experience or occult ritual, your
activities are hidden from the notice of the death-seeker crows. cohort gang expert
You don't take extra heat when killing is involved on a score. WEAK IMPAIRED BROKEN ARMOR
Thugs
IMPAIRED BROKEN ARMOR
special abilities
name reputation
Dangerous: Each PC may add +1 action rating to Hunt,
lair Skirmish, or Wreck (up to a max rating of 3).
rep turf hold weak strong tier
Blood Brothers: When you fight alongside your cohorts
cohort gang expert
in combat, they get +1d for teamwork rolls (setup and group WEAK IMPAIRED BROKEN ARMOR
actions). All of your cohorts get the Thugs type for free (if they're
terrorized protection already Thugs, add another type).
barracks informants
citizens racket Door Kickers: When you execute an assault plan, take +1d to
+1 scale for your turf +1d gather info
+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.
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 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
Meg, a pit-fighter
Bravos rigging (2 free load of
lair quality
weapons or armor) Carriage Documents
Conway, a bluecoat
Ironhook Contacts (+1 Tier in
Boat Gear
Keller, a blacksmith
prison) Hidden
Implements
Tomas, a physicker
Elite Rovers
Quarters
Secure Supplies
Walker, a ward boss
Elite Thugs
Vault Tools
Lutes, a tavern owner
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
Mastery
cult
cohort gang expert
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
Gagan, an academic
Cult rigging (2 free load of
lair quality
Adikin, an occultist documents or implements) Carriage Documents
Boat Gear
Hutchins, an antiquarian
Ritual sanctum in lair
Hidden
Implements
Moriya, a spirit trafficker
Elite Adepts
Quarters
Secure Supplies
Mateas Kline, a noble
Elite Thugs
Vault Tools
Bennett, an astronomer
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
Mastery
hawkers
cohort gang expert
special abilities
name reputation
Silver Tongues: Each PC may add +1 action rating to
lair Command, Consort, or Sway (up to a max rating of 3).
rep turf hold weak strong tier
Accord: Sometimes friends are as good as territory. You may
cohort gang expert
count up to three +3 faction statuses you hold as if they are turf. WEAK IMPAIRED BROKEN ARMOR
special abilities
name reputation
Everyone Steals: Each PC may add +1 action rating to Prowl,
lair Finesse, or Tinker (up to a max rating of 3).
rep turf hold weak strong tier
Ghost Echoes: From weird experience or occult ritual, all crew
cohort gang expert
members gain the ability to see and interact with the ghostly WEAK IMPAIRED BROKEN ARMOR
structures, streets, and objects within the echo of Doskvol that
interrogation exists in the ghost field.
loyal fence gambling den tavern
chamber
turf +2 coin for burglary (Tier roll) - Heat = +1d to Consort Pack Rats: Your lair is a jumble of stolen items. When you roll
+1d to Command
or robbery coin in downtime and Sway on site to acquire an asset, take +1d.
and Sway on site
Patron: When you advance your Tier, it costs half the coin it
normally would. Who is your patron? Why do they help you?
drug den informants lookouts cohort gang expert
(Tier roll) - Heat = +1d gather info LAIR turf +1d to Survey or Second Story: When you execute a clandestine infiltration, you
WEAK IMPAIRED BROKEN ARMOR
coin in downtime for scores Hunt on your turf get +1d to the engagement roll.
Slippery: When you roll entanglements, roll twice and keep the
one you want. When you reduce heat on the crew, take +1d.
hagfish farm secret
infirmary covert drops
Body disposal, pathways Synchronized: When you perform a group action, you may
+1d to healing +2 coin for espionage turf
+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
Dowler, an explorer
Thief Rigging (2 free load of
lair quality
Laroze, a bluecoat tools or gear) Carriage Documents
Boat Gear
Amancio, a deal broker
Underground maps & passkeys
Hidden
Implements
Fitz, a collector
Elite Rooks
Quarters
Secure Supplies
Adelaide Phroaig, a noble
Elite Skulks
Vault Tools
Rigney, a tavern owner
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
Mastery
smugglers
cohort gang expert
special abilities
name reputation
Like Part of the Family: Create one of your vehicles as a
lair cohort (use the vehicle edges and flaws, below). Its quality is equal
to your Tier +1.
rep turf hold weak strong tier
cohort gang expert
All Hands: During downtime, one of your cohorts may perform
WEAK IMPAIRED BROKEN ARMOR
a downtime activity for the crew to acquire an asset, reduce heat,
or work on a long-term project.
side business luxury fence vice den tavern
Ghost Passage: From harsh experience or occult ritual, all crew
turf (Tier roll) - Heat = +2 coin for high- (Tier roll) - Heat = +1d to Consort members become immune to possession by spirits, but may choose
coin in downtime class targets coin in downtime and Sway on site to "carry" a second ghost as a passenger within their body.
Just Passing Through: During downtime, take -1 heat. When
your heat is 4 or less, you get +1d to deceive people when you pass
ancient gate yourselves off as ordinary citizens. cohort gang expert
Safe passage in turf LAIR turf turf WEAK IMPAIRED BROKEN ARMOR
Leverage: Your crew supplies contraband for other factions. Your
the Deathlands
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.
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 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 Elynn, a dock worker
Smuggler's rigging (2 items
lair quality
harm during downtime. carried are perfectly concealed) Vehicle Documents
Rolan, a drug dealer
Sturdy: The vehicle keeps Vehicle
Camouflage (vehicles are
Gear
operating even when broken. Sera, an arms dealer
perfectly concealed at rest) Hidden
Vehicle Flaws Implements
Nyelle, a spirit trafficker
Elite Rovers
Quarters
Costly: The vehicle costs 1 Secure Supplies
coin per downtime to keep Decker, an anarchist
Barge (+mobility for lair)
in operation. Vault Tools
Esme, a tavern owner
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
has -1 quality. Mastery
cohort gang expert
special abilities
name reputation
lair
rep turf hold weak strong tier
cohort gang expert
WEAK IMPAIRED BROKEN ARMOR
LAIR
Every time a member of your crew goes to prison, you have a chance to gain a prison
PRISON CLAIMS claim. See Incarceration, page 148.
ravaged by plague then abandoned to the Silkshore. The “red lamp district” and artist
h
ok
w
six towers
multi-level streets, ruled by gangs.
labor in the Southern fields and pit-mines of
Dunslough. The condemned are sent to scavenge The Docks. Rough taverns, tattoo parlors,
in the Death Lands. fighting pits, and warehouses.
ch
crow ’s 4 Gaddoc Rail Station. Electro-rail trains Barrowcleft. Residences and markets for the
sil
ar
f o ot from across the Imperium arrive here daily farmers who work the fields and eeleries.
te
is gathered locally from eel farms, mushroom Charhollow. A maze of tenements and
a
barrowcleft
o
e
l energy lamps.
lo nightma rk et Dunslough. A labor camp served by convicts
w
co
6 Old North Port. Before the deluge of the and a ghetto for the destitute poor.
second century, the Dosk River delta was
al
7
Wealth High Medium Low
doskvol
also known as Duskwall, North Hook
DE AT H L A N D S
the lost
Gaddoc Rail
district Station
six towers nightmarket
R
VE
RI
SK
DU
br
ig
charterhall
ht
coalridge
st
N
OR
one
TH
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Governor's
lo
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Ironhook
ugh
Prison
lo
CH
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crow's
o
the d o ck s
AN
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f o ot r
a
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R A DIA N T
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it
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c
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w
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P ORT
barrowcleft
N
the shattered isles blackvale Tycheros
AKOROS
A land of dark, petrified forests and rocky hills. The rich coastal cities get their wealth from
lockport
leviathan hunting and from mining colonies deep inland. The Akorosi are sometimes
called “Imperials” since the Imperium began there. They are generally fair-skinned and
Skovlan Doskvol
dark haired.
SEVEROS
A land of windswept plains, covered in dark scrub and thorny growths. Outside the arvaedh
Imperial cities on the coast, some native Serverosi still live in free tribes, scavenging whitehollow
the death-lands on their ghost-hunting horses. They are generally dark-skinned and wintercliff
dark haired.
tyrmoor
IRUVIA Akoros
A land of black deserts obsidian mountains, and raging volcanoes. Some say that positions
of power are openly held by demons in Iruvia. The people are generally dark-skinned
cloudspire
and dark haired.
Set up another character with your action. If you achieve it, any
set up
risky team members who follow up get +1 effect or improved position.
You go head to head. You act under fire. You take a chance.
Critical: You do it with increased effect.
ACTIONS
6: You do it.
Attune to spirits and the ghost Skirmish with an opponent in close
4/5: You do it, but there's a consequence: you suffer harm, a
field; channel electroplasmic energy; combat; assault or hold a position; brawl
complication occurs, you have reduced effect, you end up in a
perceive and communicate with ghosts; and wrestle.
desperate position.
understand spectrology.
1-3: Things go badly. You suffer harm, a complication occurs, you Study a person, document, or item with
end up in a desperate position, you lose this opportunity. Command obedience with your force close scrutiny to gather information
of personality; intimidate or threaten; and apply knowledge; gain a deeper
lead an action with one of the crew's understanding; do research.
gangs.
Each time you roll a desperate Survey a location or situation to
action, mark a tick of xp for that desperate Consort with connections from your understand what's going on; sense trouble
You overreach your capabilities. You're in serious trouble.
attribute. heritage, background, friends, or rivals before it happens; gather information
Critical: You do it with increased effect. to gain access to resources, information, about opportunities or exploits.
6: You do it. people, or places. Sway someone with charm, logic,
4/5: You do it, but there's a consequence: you suffer severe harm, a Finesse an item from someone's deception, disguise, or bluff; change
serious complication occurs, you have reduced effect. pocket; employ subtle misdirection or attitudes or behavior with manipulation
1-3: It's the worst outcome. You suffer severe harm, a serious sleight-of-hand; handle a vehicle or a or seduction.
complication occurs, you lose this opportunity for action. mount. Tinker with mechanisms to create,
Hunt a target; gather information modify, disable, or repair; disable a
about its location and movements; trap, pick a lock, or crack a safe. Use the
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
attack with precision shooting from a ubiquitous clockwork and electroplasmic
consequences. You may attempt to avoid or reduce a consequence with a resistance roll. distance. devices around the city to your advantage.
RESISTANCE ROLL Prowl about unseen and traverse Wreck a place, item, or obstacle
obstacles; climb, swim, run, jump, and with savage force or carefully applied
1d for each Attribute You reduce or avoid the consequence and take 6 stress minus your tumble. Ambush with close violence—a sabotage; breach defenses with force;
dot. highest die result. When you roll a critical on resistance, clear 1 stress. backstab, throat cutting, black-jack, etc. create distractions and chaos.
RULES REFERENCE 2 After the score, resolve Payoff, Heat, Entanglements, then Downtime—in that order
1. PAYOFF 2 coin: Minor job; several full purses. 2. HEAT 0 heat: Smooth & quiet; low exposure.
The crew earns 2 rep per score by default. If the target 4 coin: Small job; a strongbox. After a score or conflict with an opponent, the crew 2 heat: Contained; standard exposure.
of the score is higher Tier, take +1 rep per Tier higher. 6 coin: Standard score; decent loot. takes heat. Add +1 heat for a high-profile or 4 heat: Loud & chaotic; high exposure.
If the target of the score is lower Tier, you get -1 rep well-connected target. Add +1 heat if the situation
8 coin: Big score; serious loot. 6 heat: Wild; devastating exposure.
per Tier lower (minimum zero). (If you keep the job happened on hostile turf. Add +1 heat if you're at
completely quiet you earn zero rep instead). 10+ coin: Major score; impressive loot. war. Add +2 heat if killing was involved. Plus any additional heat from complications
Subtract coin equal to your Tier+1 if you pay or devil's bargains during the session.
You also earn a coin reward based on the nature of
the operation (see list at right). a tithe to a ward boss or larger organization.
4. DOWNTIME
3. ENTANGLEMENTS When you're at liberty between scores and find some respite from peril, you may pursue two
After the payoff, roll dice equal to your Wanted Level, and read the result according to your heat. downtime activities from the list below. You also recover all of your armor uses. During downtime,
you may perform additional activities from the list by spending 1 coin or 1 rep for each.
HEAT 0-3 HEAT 4/5 HEAT 6+ For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll,
Gang Trouble or The Usual Gang Trouble or you may increase the result level by one for each coin spent, by hiring assistance, paying a bribe,
1-3 Suspects 1-3 Questioning 1-3 Flipped or Interrogation etc. (so, a 1-3 result becomes a 4/5, 4/5 becomes 6, 6 becomes Critical).
Demonic Notice or Show
4/5 Rivals or Unquiet Dead 4/5 Reprisals or Unquiet Dead 4/5 of Force
Acquire temporary use of an asset. Roll the crew's Tier. The result indicates the
6 Cooperation 6 Show of Force 6 Arrest acquire quality of the asset (1-3: Inferior (Tier -1), 4/5: Standard (Tier), 6: Fine (Tier
asset +1), Crit: Exceptional (Tier +2). You may spend coin to bump this result beyond
Arrest. An Inspector presents a case file of Questioning. The Bluecoats grab an NPC exceptional, to reach higher quality Tiers, but it costs 2 coin per level to do so.
evidence to a magistrate, to begin prosecution of member of your crew or one of the crew’s contacts,
your crew. The Bluecoats send a detail to arrest you. to question them about your crimes. Who do the long term Work on a Long Term Project, if you have the means. Roll a trait and mark 1
Pay them off with coin (Wanted Level +3), hand Bluecoats think is most vulnerable? Make a fortune project segment on the project clock per level (1-3: one, 4/5: two, 6: three, Crit: five).
someone over for arrest (this clears your heat), or roll to see how much they talk (1-3: +2 heat, 4/5:
try to evade capture. +1 heat), or pay the Bluecoats off with 2 coin.
Get treatment to tick your healing clock (like a long-term project). When
Cooperation. A +3 status faction asks you for a favor. Reprisals. An enemy faction makes a move recover you fill a clock, each harm is reduced by one level.
Agree to do it or forfeit 1 rep per Tier of the friendly against you (or a friend, contact, or vice purveyor).
faction or lose 1 status with them. If you don't have a Pay them (1 rep and 1 coin) per Tier of the
+3 faction status, you avoid entanglements right now. enemy as an apology, allow them to mess with you
or yours, or fight back and show them who's boss.
reduce Say how you reduce Heat on the crew and roll your action. Reduce heat accoding
Demonic Notice. A demon approaches the crew
Rivals. A neutral faction throws their weight around.
heat to the result level (1-3: one, 4/5: two, 6: three, Crit: five).
with a dark offer. Accept, hide until it loses interest
(forfeit 3 rep), or deal with it another way. They threaten you, a friend or contact, or one of your vice
Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
Flipped. One of your contacts, patrons, clients, or a
purveyors. Forfeit (1 rep or 1 coin) per Tier of the
rival, or stand up to them and lose 1 status with them.
train crew training upgrade). You can train a given xp track only once per downtime.
group of your customers switches allegiances due to
the heat on you. They're loyal to another faction now. Show of Force. A faction with whom you have a
negative status makes a play against your holdings. Visit a purveyor of your vice and roll dice equal to your lowest attribute. Clear
Gang Trouble. One of your gangs (or other
cohorts) causes trouble due to their flaw(s). Lose
Give them 1 claim or go to war (drop to -3 status).
If you have no claims, lose 1 hold instead.
indulge stress equal to your highest die result. If you clear more stress levels than you
face (forfeit rep equal to your tier+1), make
Unquiet Dead. A rogue spirit is drawn to you
vice had marked, you overindulge (see below). If you do not or cannot indulge your
an example of one of the gang members, or face vice during downtime, you take stress equal to your trauma.
(perhaps it's a past victim?). Acquire the services
reprisals from the wronged party. If you lack a gang of a Whisper or Rail Jack to attempt to destroy or Overindulge. Attract Trouble: Select or roll an additional entanglement.
or other cohort with a flaw, there's no entanglement. banish it, or deal with it yourself. You make a bad call because Brag bout your exploits. +2 heat.
Interrogation. The Bluecoats round up one of The Usual Suspects. The Bluecoats grab of your vice—in acquiring it
Lost: Play a different character until this one returns from their bender.
the PCs to question them about the crew’s crimes. someone in the periphery of your crew. One player or while under its influence.
How did they manage to capture you? Pay them off What did yo do? Tapped. Your current purveyor cuts you off. Find a new source for
volunteers a friend or vice purveyor as the person
with 3 coin, or they beat you up (level 2 harm) and your vice.
most likely to be taken. Make a fortune roll to find
you tell them what they want to know (+3 heat). out if they resist questioning (1-3: +2 heat, 4/5:
You can resist each of those consequences separately. level 2 harm), or pay the Bluecoats off with 1 coin.
gm reference Doskvol notables districts (richest to poorest)
Lyssa, a crime boss. Cold and calculating. Killed her Whitecrown Coalridge
former boss, Roric. Brightstone The Docks
gm goals names: Adric, Aldo, Amison, Andrel, looks
The Dimmer Sisters. People say they’re witches who Six Towers Crow’s Foot
Play to find out what happens. Arcy, Arden, Arilyn, Arquo, Arvus, Ashlyn, Man, Woman, Ambiguous, Concealed.
Bring Doskvol to Life. Branon, Brace, Brance, Brena, Bricks, bathe in fresh blood. Never seen outside their home. Charterhall Dunslough
Affable Athletic Plump
Convey the world honestly. Candra, Canter, Carissa, Carro, Casslyn, Brooding Stout Squat Ulf Ironborn, a brutal Skovlander; craves power. Nightmarket Barrowcleft
Cavelle, Clave, Corille, Cross, Crowl, Bright Scarred Weathered Mylera Klev, leader of the Red Sash gang. Art collector. Silkshore Charhollow
gm principles Cyrene, Daphnia, Drav, Edlun, Emeline, Dark Rough Cold Baszo Baz, leader of the Lampblacks. Loves whisky. locations public houses
Be a fan of the PCs. Grell, Helles, Hix, Holtz, Kamelin, Kelyr, Fair Striking Sad Merrul Brime, secrets broker; owns the Hooded Fox. Undercross The Hooded Fox
Let everything flow from the fiction. Kobb, Kristov, Laudius, Lauria, Lenia, Worn Lovely Stern Lady Drake, a magistrate on the payroll of criminals. Echo Gardens The Hook & Line
Hold on lightly. Lean Handsome Open The Night Market The Leaky Bucket
Lizete, Lorette, Lucella, Lynthia, Mara, Wiry Slim Languid
The Tower, anonymous leader of The Unseen. The Star,
Address the characters. The Canals The Devil’s Tooth
Milos, Morlan, Myre, Narcus, Naria, chief lieutenant. Grull, a mid-level thug with ambitions.
Address the players. Huge Delicate Calm Chalk Street Bridge The Black Tree
Paint the world w/ a haunted brush. Noggs, Odrienne, Orlan, Phin, Polonia, Chiseled Bony Fierce Mordis, a merchant of the night market. A fence.
Candle Street Bridge The Cat & Candle
Surround them w/ industrial sprawl. Quess, Remira, Ring, Roethe, Sesereth, Hides his true appearance under a robe and hood.
Tricorn Hat Fitted Dress Gaddoc Rail Station The Broken Anchor
Consider the risk. Sethla, Skannon, Stavrul, Stev, Syra, Taffer, a merchant of the night market. A cultist. Heartbreak Square The Red Lamp
Long Coat Heavy Cloak
Talitha, Tesslyn, Thena, Timoth, Tocker, Hood & Veil Thick Greatcoat Jira, a merchant of the night market. A smuggler. The Anvilworks The Nail & Bottle
gm actions Una, Vaurin, Veleris, Veretta, Vestine, Vey, Short Cloak Soft Boots Elstera Avrathi, resident diplomat of Iruvia. The Black Circle The Six Arms
When things are getting started: Volette, Vond, Weaver, Wester, Zamira. Knit Cap Loose Silks Brynna Skyrkallan, resident diplomat of Skovlan. Bellweather The Old Rasp
What's your goal? Slim Jacket Sharp Trousers Crematorium The Moon’s
family names: Arran, Athanoch, Tyrsin Nol, resident diplomat of Severos.
What plan did you make? (and Hooded Coat Waxed Coat Ironhook Prison Daughter
Basran, Boden, Booker. Ankhayat, Andris, a spy and informant with flexible loyalties. The Blood Pits The Sexton
what's the detail?) Tall Boots Long Scarf
Bowmore, Breakiron, Brogan, Clelland, Krop, a constable of the watch. Refuses bribes. The Lost Ward Hazlewood
And when things are underway: Work Boots Leathers
Clermont, Coleburn, Comber, Daava, Mask & Robes Eel-skin Bodysuit Lewit, Jol, Cinda, Reyf, bluecoats of the watch. Razor Hill Quinn's
How do you do that? (which
Dalmore, Danfield, Dunvil, Edrad, Farros, Suit & Vest Hide & Furs Alon Helker, a judge-inspector. Rooting out corruption.
action do you use?) flashback stress costs
Grine, Haig, Helker, Helles, Hellyers, Collared Shirt Scavenged Uniform Casslyn Mora, a judge with family ties to criminals.
What's your goal? (what's the
Jayan, Jeduin, Kardera, Karstas, Keel, Suspenders Threadbare Tatters 0 Stress for a normal action for
effect?) Belindra, a jailor of Ironhook Prison.
Kessarin, Kinclaith, Lomond, Maroden, Skirt & Blouse Fitted Leggings which you had easy opportunity.
Cut to the moment of crisis. Ereth Skane, an advocate with unseemly vices.
Michter, Morriston, Penderyn, Prichard, 1 Stress for a complex action or
Telegraph trouble before it strikes. Rowan, Salkara, Sevoy, Skelkallan, Slane, city descriptors Denkirk Sol, an advocate with surprising scruples. unlikely opportunity.
Tell them the consequences and ask. Strangford, Strathmill, Templeton, soot-choked, cobblestones, dim, ink- Polix, attache to the Lord Governor of Doskvol. A 2+ Stress for an elaborate action
Offer a devil's bargain. Tyrconnell, Vale, Vedat, Walund. dark, cooking-smells, oily puddles, secret spiritualist and rune-binder. which involved several special
Make a progress clock or tick one. silver moonlight, fog-shrouded, damp, Nyryx and Hoxan, rogue spirits possessing the bodies opportunities or contingencies.
Ask the players. aliases: Bell, Birch, Bird, Bliss, Bricks, chill, wind-swept, shadowy, brick walls, of streetwalkers, looking for a whisper to serve.
Actions ripple through the network. Bug, Chime, Coil, Cricket, Cross, Crow, echoes, chimneys, gas-lights, electro- Insight Prowess Resolve
Levyra, a spirit medium.
Think off-screen. Echo, Flint, Frog, Frost, Grip, Hook, Ink, lights, carriages, clocktowers, lanterns, Hunt Finesse Attune
Junker, Mist, Moon, Nail, Needle, Ogre, pipe-smoke, canals, gondolas, rain- Kember, a distiller of essences and potions, proprietor
What do you do?
Pool, Ring, Ruby, Silver, Skinner, Song, of the Devil’s Tooth. Study Prowl Command
slick, gargoyles, ruins, steeples, bridges,
Spur, Tackle, Thistle, Thorn, Tick Tock, walkways, scaffolds, alleys, cisterns, Raffello, a master painter obsessed w/ the unnatural. Survey Skirmish Consort
Trick, Vixen, Whip, Wicker. sewers, clanking machinery, ironwork. Lannic, an expert art forger. Tinker Wreck Sway
consequences engagement roll
Start with 1d for sheer luck. Crit: You’ve already
Complication (Tick a clock, 1-3 segments. Or a new obstacle or threat appears.) You have reduced effect. Is this operation particularly bold or daring? Take +1d. Is this overcome the first obstacle and
operation overly complex or contingent on many factors? Take -1d. you’re in a controlled position.
You suffer harm (1-3). You lose your opportunity. You end up in a worse position. Does the plan’s detail expose a vulnerability of the target or hit 6: You’re in a controlled
them where they’re weakest? Take +1d. Is the target strongest position when the action starts.
against this approach, or do they have particular defenses or
4/5: You’re in a risky position
effect 1. Limited: How is the effect diminished? effect factors special preparations? Take -1d.
when the action starts.
How does the effect manifest? What significant obstacle remains? - quality / tier + Can any of your friends or contacts provide aid or insight for
2. Standard: How does the expected effect this operation? Take +1d. Are any enemies or rivals interfering 1-3: You’re in a desperate
If there's a clock for your obstacle, tick - scale +
manifest? What's left to do, if anything? in the operation? Take -1d. position when the action
segments equal to the effect level. potency
3. Great: How is the effect increased? What - + Are there any other elements that you want to consider? Tier, starts.
extra benefit manifests? location, etc.
CAMPAIGN TRACKER SHEET NUMBER ____
payoff: coin / rep heat payoff: coin / rep heat payoff: coin / rep heat
entanglements, faction status changes entanglements, faction status changes entanglements, faction status changes
notes, events, and clocks advanced notes, events, and clocks advanced notes, events, and clocks advanced
ghost
playbook
A spirit without a body
crew spirit playbook insight
ghost traits
hunt
study
name alias
Ghost Form: You are now a concentration of electroplasmic vapor
survey
which resembles your living body and clothes. You may weakly interact tinker
with the physical world and vice versa. You're vulnerable to arcane
look powers and electroplasmic effects. You move about by floating and prowess
may fly swiftly without tiring. You may slowly flow through small finesse
openings as a vapor. You chill the area around you and are terrifying prowl
heritage: a koros—the dagger isles background: academic—labor—law for the living to behold. You are affected by spiritbane charms (take 2 skirmish
iruvia—severos—skovlan—tycheros trade—military—noble—underworld drain to overcome the repulsion). Whenever you would take stress, take wreck
drain instead. When you would take trauma, take gloom instead.
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their Dissipate: You can disperse the electroplasmic vapor of your ghostly
resolve
spirit energy (this may be a downtime action). When you do so, clear half your drain (round down). form in order to pass through solid objects for a moment. Take attune
1 drain when you dissipate, plus 1 drain for each feature: It lasts command
drain gloom c h a o t i c — d e s t ru c t i v e — f u r i o u s — longer (a minute—an hour—a day)—you also become invisible— consort
o b s e s s i v e — t e r r i t o r i a l — s ava g e anything that passes through your form becomes dangerously electrified sway
or frozen.
harm healing bonus die
Manifest: Take 1 drain to flow through the electroplasmic pathways
need project clock of the ghost field in order to instantly travel to any place you knew
3 help push yourself (take
armor uses intimately in life, or to answer the summoning call of a compel. + 2 drain) -or- accept a
2 -1d devil's bargain.
armor Poltergeist: Take 1 drain to strongly interact with the physical
world for a few moments (as if you had a normal body). Extend the
less heavy reach and magnitude of your interaction to include telekinetic force items (With you in ghost form)
1 effect special and electroplasmic discharges by taking more drain (2-6).
notes ____________________
Possess: You may attune to the ghost field in order to take control
of a living body. When your control is challenged, you must re-attune ____________________
(risking electroplasmic harm) or leave the body. Your control is
challenged when: you consume spirit energy from the host—when ____________________
arcane powers act against you—when the host's will is driven to
desperation. You may easily and indefinitely possess a hull or hollow ____________________
which has been ritually prepared for you (change your playbook to enemies & rivals
Hull or Vampire, respectively).
Veteran: Choose a special ability from another source. ____________________
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 occured multiple times. ____________________
You exacted vengeance upon those whom you deem deserving. ____________________
You expressed your your outrage or anger, or settled scores from your heritage
or background. ____________________
You struggled with issues from your need or glooms during the session.
Small (cat size, -1 scale): A metal orb, a mechanical doll, a clockwork A Blade or Two
ghost special abilities (transferred from original playbook) frame features spider. Levitation—Reflexes Throwing Knives
||Levitation Medium (human size): A metal mannequin, a clockwork animal. A Pistol A 2nd Pistol
||Reflexes Life-Like Appearance—Spider Climb
A Large Weapon
Heavy (wagon size, +1 scale): A hulking metal giant, a self-driving
||Life-like Appearance
vehicle. Interior Chamber—Plating (special armor) An Unusual Weapon
||Spider Climb Armor +Heavy
Feature options for any frame: Phonograph (Record & Playback)—
||Interior Chamber Sensors—Smoke Projectors—Spring-Leap Pistons Burglary Gear
||Plating xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
||Phonograph
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
||Sensors
an attribute) or 2xp if that item occured multiple times. Subterfuge Supplies
||Smoke Projectors
You fulfilled your functions despite difficulty or danger. Demolition Tools
||Spring-Leap Pistons
You suppressed or ignored your former human beliefs, drives, heritage, or background. Tinkering Tools
You may swap out your You struggled with issues from your wear during the session. Lantern
features with a downtime
activity. 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]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
vampire
stash
A spirit animating coin
an undead body
crew spirit playbook
vampire traits playbook
name alias
Undead: You are a spirit which animates an undead body. Your trauma
is maxed out. Choose four trauma conditions which reflect your vampiric insight
look
nature. Arcane attacks are potent against you. If you suffer fatal harm hunt
or trauma, your undead spirit is overwhelmed. You take level 3 harm: study
"Incapacitated" until you feed enough to recover. If you suffer arcane survey
harm while in this state, you are destroyed utterly. Your XP tracks are tinker
heritage: a koros—the dagger isles background: academic—labor—law longer (you now advance more slowly). You have more stress boxes.
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
Terrible Power: Take 1 stress to perform a feat of superhuman
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey strength or speed (run faster than a carriage, break stone with bare finesse
and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your hands, leap onto the roof of a building, etc.). This factors into effect. prowl
healing clock. This is the only way you can heal. How do you feed? What telltale sign do you Arcane Sight: Take 1 stress to sense beyond human limits. "Hear"
skirmish
leave on your victims? a subject's true thoughts or feelings, see in pitch darkness, sense the wreck
stress trauma presence of invisible things, intuit the location of a hidden object, etc. resolve
cold—haunted—obsessed—paranoid
A Void in the Echo: You are invisible to spirits and may not be
ruthless—secretive—unstable—vicious
harmed by them. Take 2 stress to cause living things to avert their
attune
harm healing command
gaze and fail to observe you for a few moments. consort
need project clock
3 help Dark Talent: Choose Insight, Prowess, or Resolve. Your max rating
sway
armor uses for actions under that attribute becomes 5. When you take this ability,
2 -1d armor add +1 dot to the resistance rating of the attribute you've chosen. bonus die
heavy Sinister Guile: During downtime, choose one: Get a free additional
push yourself (take
less + 2 stress) -or- accept a
1 effect downtime activity, or take +1d to all downtime activity rolls.
special Veteran: Choose a special ability from another source.
devil's bargain.
ghost special abilities (from original playbook) strictures dark servants (You start with two) items load 3 light
5 normal 6 heavy
PREFERRED METHODS
Work Boots 35 Insightful Weapons collector Involved with war crimes from the Unity War. Arran, Athanoch,
Mask & Robes Basran, Boden, Booker.
1 2 3 4 5 6 36 Dishonest Music, instruments, dance Leads a double life using cover identity. Ankhayat, Bowman,
Suit & Vest
Collared Shirt 41 Patient Hunting, shooting Black sheep / outcast from family or organization. Breakiron, Brogan,
1, 2 Violence Threats Negotiation Study Manipulation Strategy
Clelland, Clermont,
Suspenders
3, 4 Theft Arcane Commerce Hard Work Law, Politics Sabotage 42 Vicious Cooking, gardening In prison or under noble's house arrest. Coleburn, Comber,
Rough Tunic D aava, D a lmore,
5, 6 Subterfuge Alchemy Blackmail Teamwork Espionage Chaos Skirt & Blouse 43 Sophisticated Gambling, cards, dice Well-traveled. Connections outside Doskvol. Danfield, Dunvil,
Wide Belt 44 Paranoid Natural philosophy Revolutionary. Plots against the Imperium. Edrad, Farros, Grine,
Fitted Dress Haig, Helker, Helles,
PROFESSIONS: COMMON 45 Enthusiastic Drugs, essences, tobacco Inherited their position. May not deserve or want it. Hellyers, Jayan, Jeduin,
Heavy Cloak
1 2 3 4 5 6 Thick Greatcoat
Kardera, Karstas, Keel,
46 Elitist Lovers, romance, trysts Minor celebrity. Popularized in print / song / theater. Kessarin, Kinclaith,
1 Baker Barber Blacksmith Brewer Butcher Carpenter Soft Boots Lomond, Maroden,
Loose Silks 51 Savage Parties, social events Scandalous reputation (deserved or not).
2 Cartwright Chandler Clerk Cobbler Cooper Cultivator Michter, Morriston,
Sharp Trousers 52 Cooperative Exploration, adventure Surrounded by sycophants, supplicants, toadies. Penderyn, Prichard,
3 Driver Dyer Embroiderer Fishmonger Gondolier Guard
Waxed Coat Rowan, Salkara, Sevoy,
4 Leatherworker Mason Merchant Roofer Ropemaker Rug Maker Long Scarf
53 Arrogant Pets (birds, dogs, cats) Spotless reputation. Highly regarded. Skelkallan, Slane,
Strangford, Strathmill,
5 Servant Shipwright Criminal Tailor Tanner Tinker Leathers 54 Confident Craft (leatherwork, etc.) Bigoted against culture / belief / social class.
Templeton, Tyrconnell,
Eelskin Bodysuit
6 Vendor Weaver Woodworker Goat Herd Messenger Sailor 55 Vain Ships, boating Visionary. Holds radical views for future. Vale, Vedat, Walund
Hide & Furs
56 Daring Politics, journalism Cursed, haunted, harassed by spirits or demon. Bell, Birch, Bird, Bliss,
PROFESSIONS: RARE Uniform
Bricks, Bug, Chime,
1 2 3 4 5 6 Tatters 61 Volatile Arcane books, rituals Intense, unreasonable phobia or loathing. Coil, Cricket, Cross,
Fitted Leggings Crow, Echo, Flint, Frog,
1 Advocate Architect Artist Author Bailiff Apiarist Apron 62 Candid Spectrology, Electroplasm Extensive education on every scholarly subject. Frost, Grip, Hook, Ink,
2 Banker Bounty Hunter Clock Maker Courtesan Furrier Glass Blower Heavy Gloves 63 Subtle Alchemy, medicine Keeps detailed journals, notes, records, ledgers. Junker, Mist, Moon,
Nail, Needle, Ogre,
3 Diplomat Jailer Jeweler Leech Locksmith Magistrate Face Mask
Tool Belt 64 Melancholy Essences, alchemy Is blindly faithful to an ideal, group, or tradition. Pool, Ring, Ruby, Silver,
4 Musician Physicker Plumber Printer Scholar Scribe Skinner, Song, Spur,
Crutches 65 Enigmatic Demon lore, legends Deeply traditional. Opposed to new ideas, methods. Tackle, Thistle, Thorn,
5 Sparkwright Tax Collector Treasurer Whisper Composer Steward
Cane Tick Tock, Trick, Vixen,
6 Captain Spirit Warden Journalist Explorer Rail Jack Soldier Wheelchair
66 Calm Pre-cataclysm legends A fraud. Some important aspect is fabricated.
Whip, Wicker.
ch
ar
h
o
si l k sh ore
l
3 o
l
w
2
1
dun sl oug h
2 3
the
docks
six towers
charterhall
silkshore
2
coalrid ge
crow's
fo ot
3 4
charterhall 1 Charter Wall. Along the ruins of the old walls are a sprawl
of artist colonies. Bohemian lovers of music and sculpture, these
students are typically patronized by a single individual or family
3 Jayan Park. The great alchemist for whom this park is named
contrived to formulate soil and seeds that could produce real,
growing trees, without sunlight or radiant energy. They are horrifically
Charterhall is the site of the first major construction in the who expect their charges to master their craft and make art for toxic to all living things and must not be touched, but they still grow
city, in the days before the cataclysm. The old wall upon which their edification. These romantic souls are often consumed by the beautifully here, over 100 years later.
was built the first lightning barrier in the Empire still stands in wellspring of vices offered in Doskvol.
partial ruin around the district. The area is now home to the 4 Charterhall University. A dozen buildings have been
civic offices of the government including the courts, licensing 2 Clerk Street. The main avenue of the district is lined with converted into classrooms and dormitories for the students of
and taxation offices, banks, and records archives. City officials imposing governmental structures of all sorts, all tucked behind this modest-seeming but nevertheless prestigious institution. The
and students at Charterhall University live here, along with the high iron fences, patrolled by a mix of Bluecoats on the sidewalks and school's massive Sparkwright Tower, where experts of spark-craft are
captains of Imperial industry who prefer to reside within sight mounted Imperial cavalry on the grounds, largely ceremonial guards trained, looms huge over the district, often belching fire and smoke
of their fortunes. appointed to the holdings claimed by the Crown. from the more vigorous lessons.
charterhall notables
Lady Drake. A magistrate who is “reasonable” when it comes to street
Wealth
nightmarket
dunslough
c h a r t e r h a l l
4
1
s i l k
s h
3
o r
2
e
charhollow
crow's foot 1 Crow's Nest. An ancient tower from before the cataclysm that
has been a ritual sanctum, an astronomer's laboratory, and a
Bluecoat watch post—before its current role as the headquarters of
3 Strathmill House. The lost children and unwanted orphans
of Crow's Foot inevitably pass through the halls of Strathmill
House. Some are cared for and trained for jobs at the docks or the
Crow's Foot is a crossroads, merging many qualities of its
the district's chief gang, The Crows. workhouses of Coalridge. Others are quietly instructed in the arts of
neighboring districts: the illict vices of Silkshore, the labor and
the lookouts and runners used by the gangs of the district—all for a
trade of the Docks, the poverty of Charhollow, and the classic 2 Tangletown. Hundreds of years ago, one of the massive
small fee to Strathmill House, of course.
architecture of Charterhall. The district is a patchwork, both held Leviathan Hunter ships was partially sunk in the river. Since
together and threatened to be torn apart by the menagerie of then, it's collected an attendant flotilla of tiny watercraft, all lashed 4 Red Sash Sword Academy. This large mansion has been
competing street gangs and Bluecoat squads which claim every together into a floating neighborhood. Tangletown is considered converted into a training school for the Falling Star style of Iruvian
avenue and corner as territory in an endless turf war. neutral ground among the street gangs of Crow's Foot, and no violence sword play. The Red Sashes, an Iruvian gang who run several luxury
is allowed there. drug dens in the district, claim it as their HQ and cover operation
for their illicit operations.
crow's foot notables
Sergeant Lochlan. The senior Bluecoat squad leader in the district,
Wealth
3
2
brightstone
crow's fo ot charterhall
silkshore
the docks 1 The North Hook Company. This grand, old-fashioned estate
house is headquarters for the oldest surviving shipping and naval
exploration enterprise in the Imperium. The North Hook Company
3 Saltford's. A squat stone building which houses one of the
more notorious private banks in Duskwall. Being so close to
the docks, Saltford's has faced many gangs of whiskey'd sailors that
The docks of Doskvol are ancient, going back to the days before
has a massive fleet of trade ships and is considered by many to be decided to turn to robbery as a new line of work, and defeated them
the cataclysm, when the area was just a small settlement where
merely a private front for the Ministry of Transport, which has official all—sometimes even hanging the corpses from their lamp-posts as
they could trade with the Skov kingdom without crossing the
claim only over the commerce of the electro-rails. No one knows for discouragement to the next pack of drunken fools.
harsh North Sea. Today, some commerce has shifted to the new
sure, since enemies and rivals of the company (not to mention overly
electro-rail lines of the Imperium, but the docks are still bustling
curious journalists) tend to disappear. 4 The Menagerie. A fenced off muddy field, dotted with rusting
with cargo haulers, fishing boats, and the prestigious Leviathan animal pens, water tanks, and gaudy signage. Sailors traditionally
Hunter ships which provide the raw material that keeps the 2 Ink Lane. This twisting back-street is home to many of the city's drop off any curious creatures they pick up in their travels, which
city running. tattooists as well as several newspapers—who all share the cost Captain Rye, the strange proprietor, incorporates into his makeshift
of their inks in bulk. A fine place for gossip and rumors of all kinds. zoological displays.
the docks notables
Chief Helker. One of the most influential senior Dockers. Helker has
Wealth
3
4
coalrid ge
4
nightmarket 1 The Veil. A luxurious social club known for its confidentiality
and permissive policies regarding guests of arcane or unusual
origins. Rolan Volaris, the proprietor and host, is a Tycherosi with an
3 Vreen's Hound Races. The racing of specially bred hounds
is currently in vogue among Doskvol's upper crust. A con man
from the Dagger Isles calling himself "Master Vreen" swindled a small
Nightmarket is a district dominated by commerce. Situated near
extremely unusual manifestation of his demonic blood: rather than fortune from gullible investors to create 'the premier hound racing
Gaddoc Rail Station, Nightmarket receives the bulk of saleable
legs, he has the body of a serpent from the waist down... or so people track in the Imperium'. The investors have yet to see any returns, but
goods from the cargo trains that travel across the Imperium,
say. Volaris is rarely seen in person. Vreen assures them that a great windfall is due any day now.
bringing the exotic and rare to Duskwall. The citizens that call
Nightmarket home constitute a new class of "elites"—wealthy 2 Dundridge & Sons. Considered by many to be the foremost 4 The Devil's Tooth. A tavern known for its "secret" menu
people who are not of noble descent but nevertheless claim land, tailor in Duskwall. The Dundridge family has provided the finest of alchemical concoctions. Adventurous psychonauts may
status, and power without titles. The district has been taken over clothes and sartorial accoutrements to discerning citizens for over experiement with all manner of mind-altering (or spirit-altering)
by new construction, introducing lavish private townhouses with 300 years. Despite their legendary reputation, Dundridge's prices substances in the relative safety of Mistress Kember's comfortable
all of the modern advances for the elites that can afford them. are very reasonable. establishment.
nightmarket notables
Jira. A dealer of fine weapons from the Dagger Isles. Greatly respected
Wealth
crow's
fo ot
1
charhollow
charterhall
six towers 1 Rowan House. One of the last of the original six towers,
this antique building resembles an ancient castle from history
books, complete with moat, draw-bridge, and arrow-slit windows.
3 Scurlock Manor. The Scurlock family came to Duskwall
centuries ago and was once a great force in the city, before some
curse or calamity befell their line. This tumble-down manor house
This formerly prestigious district has faded over the centuries The powerful Rowan family rules their holdings from within the and tangle of vines is all that remains of their fortune. It's said that a
into a pale shadow of what it once was. The eponymous six fortress, rarely venturing beyond the security of its thick stone walls. young nephew or cousin still resides there, but Lord Scurlock himself
towers were originally the grand residences of Doskvol's first has moved on to finer abodes.
noble families. All but two (Bowmore House and Rowan House) 2 Mistshore Park. This dark and overgrown space overlooks
have been sold off and converted into cheap apartments or fallen the eastern branch of the river Dosk and the deathlands beyond. 4 Arms of the Weeping Lady. This grand building, formerly
into ruin and abandoned. The district has an empty, haunted In old folk ballads, young lovers who could not be together would an opera house, is now a soup-kitchen and bunkhouse for the
feel, with many sprawling old buildings dark without power, commit suicide in this park. Whatever the truth of it, the park is destitute, run by the charity of the Weeping Lady. Locals use this
broad stone streets cracked and buckled, and the fires of squatters certainly haunted now. landmark as the demarcation between the districts of Charterhall
crackling from overgrown lots. and Six Towers.
six towers notables
Mother Narya. Runs the Arms of the Weeping Lady charity house.
Wealth
4 brightstone
the d o cks