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Thoughts

on Forging
in the Dark

By Small Cool Games


version 1.2 • June 2021
Contents
Intro...................................................1 The Faction Game................................. 15
Why Forged in the Dark?.........................1 Advancement....................................... 15
How to Use This Thing.............................1 Coin and Stash..................................... 16
How Deep Does Your Hack Go?................1 Payoff.................................................. 16
If It Doesn't Belong, Take It Out...............2 Retirement.......................................... 17
Heat and Entanglements....................... 17
Setting..............................................2 Turf and Claims.................................... 18
Characters and Crew..............3 Rep and Tier......................................... 18
Zero to Hero...........................................3 Crafting and Acquiring Assets............... 18
Playsheets..............................................3 Rituals................................................. 19
Contacts................................................3 Non-Player Characters.......................... 19
Character Details...................................3 Resolution Systems................. 20
Actions and Attributes............................4 Rolling the Dice.................................... 20
Special Abilities......................................6 Action Roll........................................... 21
Advanced Abilities..................................8 Position and Effect............................... 23
Equipment and Load...............................8 Consequences...................................... 24
Other Playsheet Things............................9 Resistance............................................ 26
The Crew................................................9 Armor................................................. 27
Cycle of Play................................ 11 Fortune Roll......................................... 28
Game Phases........................................ 11 Progress Clocks.................................... 28
Free Play.............................................. 11 Gathering Information......................... 28
The Score............................................. 11 Teamwork ........................................... 29
Engagement Roll.................................. 12 It’s Your Game............................. 30
Flashbacks........................................... 12
Load.................................................... 12
Credits............................................ 31
Stress.................................................. 13 Resources...................................... 31
Trauma................................................ 13 Games and Supplements....................... 31
Downtime............................................ 14 Other Resources................................... 31
Vice..................................................... 14

© 2021 by Small Cool Games You may print a paper copy of this digital document
for personal use. That means you have express
permission to make a copy on your printer or have
the clerk at a copy shop print one for you.
Intro
Forged in the Dark (FitD) is an engine for making The FitD System Reference Document ruleset is
tabletop roleplaying games. It was introduced in optimized for the specific setting and style of play
Blades in the Dark by John Harper in 2017 and has of the original Blades in the Dark game. Which is
since been used as the basis for many other games. to say:
If you are not already familiar with Blades in 1. A gang of scoundrels who have banded together
the Dark or other FitD systems, this guide will to commit crimes;
not make much sense to you. You can find the 2. In a corrupt, ghost-ridden, early industrial city.
system reference document (SRD) for FitD (as
If you’re going to hack FitD, you’ll find that the
well as a discussion forum and other resources)
more your game deviates from the assumptions
at bladesinthedark.com. There are links to other
the system makes, the more you’ll need to change
FitD games (some free) on page 31.
things. So be realistic about the scope of whatever
In this guide, I’ll discuss various options for mod- project you have in mind. If your game is radically
ifying the FitD engine to fit different settings, play different from the original setting, you'll be doing
styles, and preferences. I can’t and won’t attempt to some significant system hacking.
cover every possible way to hack FitD, but I will try
to take you through all the pieces the system, talk How to Use This Thing
about what they are for, give some examples of pos-
sible hacks, and give some guidance on when and This is a fairly long and comprehensive document
how you might change each of them to suit your (longer than I realized it would be when I started).
own purposes. If you are all in on designing FitD games, then go
ahead and read the whole thing.

Why Forged in But you can also use it as a reference. If there is a


the Dark? part of the FitD system you are thinking about or
unsatisfied with, find that section and see if it’s
FitD supports a fiction first, narrative-driven play helpful to you. Each piece of this guide is written to
style with strong player agency. With deep and be mostly independent of the rest, so you can just
elegant mechanics, the system drives a continuous check out the bits you’re interested in.
interactive conversation among all the players. The
multiple levels of success and consequential failure How Deep Does
built into the dice mechanics create dramatic situa-
tions almost automatically, allowing low-prep play. Your Hack Go?
You can approach a hack of FitD at various levels,
Be Aware from changing a playsheet to designing a new game
There are lots of RPG game engines that are that is only distantly related to the base system. I'll
designed to be generic and easily adapted to many organize hacking FitD (somewhat arbitrarily) into
different kinds of settings and styles of play: Fate, several layers.
GURPS, Savage Worlds, Cypher System, Genesys, and
others.
Forged in the Dark is not one of those.

1
Layers of Forged in the Dark Hacking
Doskvol, ghost field, history,
If It Doesn't Belong,
Setting
factions, maps, lore Take It Out
Actions and attributes, playsheets,
Characters A common mistake for someone first messing with
special abilities, contacts, crew
and crew FitD (including me) is thinking that all the pieces of
sheets
Claims, cohorts, coin, crafting, the game need to be shoehorned into yours. They
Cycle of downtime, entanglements, faction really don’t.
play game, free play, heat, retirement,
rituals, score, stash, trauma, vice If there are subsystems that do not reflect what
your game is about, don't spend any energy trying
Dice system, stress, resistance,
clocks, position & effect, to re-skin them into something that sort of fits.
Resolution consequences, harm, fortune Just remove all the bits that do not belong. Your
mechanics rolls, progress clocks, gathering game will be better without leftover, ill-fitting com-
information, armor, stress, plexity. Then create any new systems you need for
resistance your game.
You might find that someone has already done As I go through the different parts of FitD, I'll com-
something similar that you can borrow. But if not, ment on which are likely to belong in most games,
I'll try to give you some guidance on various levels which are most readily removed, and what kinds
of hacking, from minor adjustments to rethinking of interdependencies you might need to take into
the core systems of the game. account as you make changes.

Setting
Here are some things you might do with setting. ⚫ Adapt a FitD game to a different setting. Maybe
⚫ Play a published FitD game, but with some you want to play Blades in the Dark, but using a
house-rule adjustments to fit your preferences. city in a different world with different kinds of
magic. This will require relatively few changes
⚫ Expand on the setting of a FitD game. You
(such as changing references to ghosts, the
might make a new playsheet, crew sheet, or
ghost field, etc.). You might re-skin some
move the action to a different place or time in
default playsheets to better reflect the new
the setting. There already plenty of resources
setting or change the names of some parts of
available at bladesinthedark.com to let you do
the game (renamed actions, etc.) and add some
things in other parts of the Blades in the Dark
new things.
setting: you can play Bluecoats, leviathan hunt-
ers, heroes conspiring against the Immortal ⚫ Make a totally new FitD game. This will require
Emperor, and other options. I will not address significant work if it’s very different from a
those in detail here, but if that kind of hack is current game, especially if you also have ideas
what you’re working on, some of the discussion about changing the core system. Go for it.
in this guide will still be of use. (Note that the
setting of Blades in the Dark is proprietary and
not part of the free for use SRD. You may not
use it commercially without permission.)

2
Characters and Crew
Zero to Hero Are Playsheets Required?
In standard FitD, characters by default start with Nope. You could design a game in which characters
limited capabilities, with seven dots distributed are differentiated from each other in other ways
among twelve actions, a max of two dots in any playsheets or “character classes.” There would, in
action, and one special ability. During the first few effect, be only one playsheet. This could work if you
sessions, any character who takes harm is signifi- want your game to have characters with similar
cantly impaired, and without extra coin they may backgrounds and starting roles, for example, or
have to live with that harm through multiple scores contrariwise if you want to provide so many cus-
because healing can be quite slow. (Some groups tomization options that playsheets are too limiting.
might choose to ignore, fudge, or hand-wave some
of the harsher aspects of the game for newer PCs, Contacts
but that’s not what the rules call for.)
The contact list on a playsheet provides both the
The characters become progressively stronger and player and the GM with hooks to NPCs that are spe-
more resilient as they (and the crew as a whole) gain cific to that sheet. Standard FitD gives five contacts
advancement, until by the end of a long campaign to each playsheet, with a name and brief descrip-
they are very capable, with various special abilities, tion. That adapts well to many kinds of settings. If
up to four dots in their best action (able to roll six appropriate, you could divide those into categories
or more dice when they need to), the coin to take as (such as family and non-family or professional
many extra downtime actions for healing as needed, and personal) or let the player define one or more
higher tier equipment providing potency in many contacts.
situations, resources to manage entanglements,
If two players want to use the same playsheet, they
plenty of crew bonuses, etc.
will get the same contacts. That might work fine in
In thinking about your game, one of the first things a game where the PCs run in the same social circles.
to consider is whether the FitD model (weak and You could also provide alternate contacts for each
vulnerable starting characters, steady progression) playsheet, just in case.
fits your game. Maybe you want more capable
starting characters. Do you expect each player to Character Details
have multiple characters? How many sessions of
play do you expect a typical game to run? How do Standard FitD uses Heritage and Background as
characters begin and progress over that span? How quick ways to establish the character’s origin and
hard should it be to challenge veteran PCs? culture. You can modify or rename these (or the
items within each category) to fit your setting. They
Playsheets act as an xp trigger, so players are motivated to
incorporate them in large or small ways.
An obvious place to start when hacking FitD is to
If you wish, you can have other ways for the player
create new playsheets. You can download the stan-
to flesh out the character. Be aware that too much
dard Blades in the Dark playsheets from bladesin-
extra stuff can feel like a burden for players who
thedark.com to use as an example of what FitD
don’t have a clear sense of character at creation or
playsheets contain and how they can be organized.

3
just want to play without having to do homework. Change the Action Words
But here are some options:
You can change any or all of the words used to
⚫ Replace (or add to) heritage and background. describe actions. Maybe attune doesn’t really have
Use other structured character details, such as the feel of how magic works in your setting, so you
drive, beliefs, occupation (either what the char- change it to cast. You can change one or two of the
acter does for a living now or did for a living words, or all of them.
before being thrust into the plot of the game),
family connections, etc. Your action list should evoke the genre of your game
⚫ Each PC could start the game with one trauma and expectations for what the PCs will be doing. If
condition already marked. This would create the game is supposed to be about daring expedi-
some level of pathos at game start. If so, you tions into unknown space, choose words like scan
might set retirement at 5 trauma instead of 4. and pilot. If it’s about swords and sorcery, choose
See the discussion of trauma on page 13. words like cleave and enthrall. (A good thesaurus is
invaluable for this. I like wordhippo.com.)
⚫ Create a system for bonds with other PCs. These
can be used as xp triggers or given additional It’s probably a good idea for all of your actions to
mechanical weight. For example, maybe you can be the same class of word. The standard game
only assist a PC you share a bond with (or get uses verbs (hunt), but you could change them all to
free assists if you do share a bond). PCs might adjectives (quickly) or adverbs (swift) instead.
have a specific number of bonds or do some
You should give a description of what kinds of
action to establish or maintain them. Instead
activities fall most clearly under each word. FitD
of restoring stress by indulging vice as in the
also gives examples of activities that kind of fit,
standard game, you could create a mechanism
but not that well (another action might be better,
whereby PCs recover stress by roleplaying a
depending on the circumstances). That establishes
scene with another PC with whom they share
what that action rating does uniquely and also areas
a bond.
where it might overlap with other actions.
⚫ Add a structured system for generating charac-
⚫ Band of Blades gives one unique action rating to
ter history or life path. You could ask the player
each playsheet. That action is available only to
to come up with two or three significant events
characters with that specialization. Each dot
from the character’s life, or roll for them on a
in one of these ratings lets the PC perform a
random table. For example, you could generate
particular action once per mission.
one critical event from the character’s child-
hood or adolescence and one more recent event ⚫ You could also have a actions that differ in mean-
that drove the PC to join the crew. ing from one character to another. For example,
in a game about a galactic civilization, you
Actions and Attributes could have a species action rating. The higher
that rating, the better that PC is at doing things
Anything challenging that a PC might do is struc- specific to their species. You could do the same
tured into a list of actions. By default, the action list thing with heritage, profession, family, or other
consists of 12 verbs: Attune, Command, Consort, important differentiator. Players could choose
etc. Actions are evenly grouped among attributes: from a predefined list or make up their own.
Insight, Prowess, and Resolve. You can mess with
this structure in all sorts of ways.

4
Change the Attributes playsheet, plus four that the player assigns. If you
lower the number of actions without changing how
Attributes in FitD are used for resistance rolls. The many dots they get, then the PCs begin with some-
higher an attribute, the lower the cost of resisting a what broader capabilities.
consequence of that type will tend to be. The lowest
attribute is also used to recover stress when indulg- Max Action Rating
ing vice. Just as with actions, you can change the
names for attributes to better fit your game. By default, action ratings can start as high as 2 and
can eventually go up as high as 4. When making
Change the Number of Actions a roll, a player can push or take a Devil's bargain
for +1d, get assistance for another +1d, and might
Instead of twelve, you can use a different number sometimes get +1d from a special ability. So when
of actions. Why would you do this? Well, twelve can the character gets up to a base rating of 4, you're
be a lot to keep track of. Every time a player makes looking at 6 or possibly 7 dice being rolled on actions
an action roll, a short discussion can ensue about the players are willing to invest in.
which actions might fit what the player describes
doing. Fewer actions mean less complexity in With 6 dice, the chance of a critical is 26%, success
remembering which options are available. 40%, partial 32%, and failure only 2%. It is challeng-
ing for the GM to establish meaningful opposition
Assuming you use the regular FitD system of when that many dice are rolled, because the stan-
determining resistance using three attributes, a dard rules do not impose a difficulty factor (other
different number of action ratings also changes than -1d for level 3 harm) on action rolls.
the cap on how many dice can be rolled to resist
a consequence. If there are 9 actions, for exam- For that reason, you should consider how capable of
ple, then each attribute can only go as high as 3 success you want PCs to be at game start and how
instead of 4. high you want that to go with advancement, along
with how many bonus dice are potentially available.
If you reduce the number of actions, each one will In Vergence, for example, the highest an action rat-
have to carry more weight, since they establish ing can be is 3.
what PCs do in your game. Make sure that your list
is broad enough to cover the things likely to happen Other Ways For Ratings to Work
in the game. You don’t want to have players describe
what they are doing and not be able to figure out The system used in standard FitD is certainly not the
which action could reasonably apply. only way to generate a numerical rating for action
roll dice pools. Assuming you use the standard dice
It is very possible to use nine or even six carefully mechanic, you should aim for dice pool numbers
chosen action words. However, if you do some play that range between 0 and 3 or 4.
testing and find that players have trouble figuring
out how the actions interact with what their char- There are many inventive ways to come up with
acters are doing, you probably need to change your that, including:
wording. ⚫ In Blades Against Darkness, the players have two
points to distribute among three attributes.
You could also have more than 12 actions (such as
Each point gives one die for any of the actions
15), but that becomes a lot to remember.
encompassed by that attribute. The player can
If you do change the number of actions, consider also underline three actions. An underlined
how many dots a character gets at game start. The action gets +1d.
default for FitD is three pre-chosen dots for the

5
⚫ In Moth-Light, you can mark a number of rat- Veteran Abilities
ings. The total number of marked ratings under
an attribute is the dice pool for any rating that is There is a slot on each playsheet for “veteran abil-
marked under that attribute. ities.” It’s not well explained in the text, but the
intent here is that the player can take any special
⚫ In Microblades, you assign three points among
ability from any other playsheet. Don’t be confused
four attributes and then mark two actions. You
by the three dots in that category on the playsheet:
use the attribute as the dice pool for any action
that doesn’t mean (as I thought the first time I
under that attribute. Instead of adding to the
looked at it) that the cost of veteran abilities is three
dice pool, marked actions have 2  effect while
times that of those on the PC’s playsheet.
unmarked actions have 1 effect.
⚫ You could establish two different scales, each Any PC can take any ability from any standard
running 0 to 2. One scale could be a list of skills playsheet. The ones on the playsheet are just sug-
while the other could represent other resources gestions. You can take as many veteran abilities as
like luck, magical power, physical and mental you want. Essentially, there is only one big, freely
talents, or other characteristics. When it's time available list of abilities for everyone that happens
to perform an action, choose one from the first to be divided up onto specific playsheets for space
scale and one from the other and add the two and thematic reasons. A character could, from start
together to form the dice pool. to retirement, never bother with a native playsheet
⚫ The PC has descriptive tags that represent abili- ability.
ties, resources, items, allies, etc. On each action However, even if a GM is sure to point that out to
roll, the player gets one die for each applicable players during character creation and advancement,
tag. You would probably need to set a limit on many players will focus mainly on the abilities that
how many tags can apply on any single roll, with are right there on the playsheet. In choosing which
special abilities or advances increasing that abilities go on a sheet, be sure to create ones that fit
maximum in certain circumstances. the theme of that character type. At the same time,
think about how characters with other playsheets
Special Abilities might use each ability on any of them.

Special abilities customize each PC by providing


Messing With Special Abilities
cool and useful capabilities or tricks. Each playsheet
has seven abilities listed on the playsheet (except, It’s fine to take the standard abilities and distribute
weirdly, the Cutter, who gets 8). them among re-skinned playsheets. Maybe you
want to do a more traditional fantasy game, so you
In your game, how many special abilities should a
make a Fighter playsheet and start with the Cutter
PC have at game start? Just the one as in standard
abilities.
FitD? Or, if you want them to be a little more
advanced, you could give each playsheet its own As you continue to refine character types, you’ll
default ability and one other chosen from the list probably find yourself making completely new
at character creation. If the game concept involves abilities. In doing that, don’t worry too much about
more capable PCs, give them more abilities at start. “game balance” in the formal sense. What you want
If the PCs are absolute beginners, they might start is for every player to be able to do uniquely awesome
with no special abilities. things, but not dominate the game. From a design
perspective, it’s great if there are so many good
choices that there is never any one best ability to
take (that’s as close to balance as you need).

6
Since PCs can take abilities from other playsheets, ⚫ For playsheets that have a companion (such as
you’ll figure out in playtesting if you’ve made an the Hound’s hunting pet) in their equipment
ability too good to not pick or so peripheral that no list, a special ability can give the companion
one would ever want it. extra abilities.
Here are the kinds of things the standard set of Some special abilities do one powerful thing (you
special abilities allows: always know when someone is lying) and others
provide more than one benefit (+1 effect when
⚫ Give narrative permission to do something that
scouting a target -and- +1d to avoid detection when
might otherwise be difficult or impossible.
hiding).
⚫ Give +1d to action rolls or other rolls in a specific
circumstance. When creating a playsheet in FitD format, much of
your time is likely to involve creating a coherent set
⚫ Give potency or +1 effect level in a specific
of special abilities. You’ll want a range of abilities
circumstance.
that fit the theme of the playsheet and help the
⚫ Increase load limits.
player embody what that kind of character can do.
⚫ Allow the player to mark the special armor box They should be engaging and likely to get a player
to resist a certain kind of consequence or get a excited about trying them out. If you can, you want
free push for a specific purpose. every player to have trouble choosing which would
⚫ Allow the player to do something extra when be the most fun to have because they all seem so
pushing. Note that the character also gets the cool.
regular benefit of pushing at the same time.
You’ll also want to avoid the easy mistake of having
Many standard special abilities give a couple of
the same or similar abilities on two different play-
different possible benefits when pushing, such
sheets—that’s pointless, since PCs can take abilities
as making an attack at long range without pen-
from other sheets.
alty -or- unleashing a barrage of suppressing
fire. You could choose to impose some kind of pattern to
⚫ Reduce how much harm is taken in specific every playsheet’s special abilities. In standard FitD,
circumstances. the first listed ability on each playsheet is presented
as a good default starting ability if the player isn’t
⚫ Reduce penalties from harm by one level.
sure which to choose. You might make sure that
⚫ Permanently fill one segment of the character’s
every playsheet has one ability that is useful for
healing clock.
downtime actions. At least one could give narrative
⚫ Give the character an extra downtime action permission to do interesting things rather than
that can be used for a specific purpose. manipulating game mechanics. One could provide
⚫ Give the character a bonus to a certain type of a special armor box that can be checked for a free
downtime activity. to resist under specified circumstances (or used
⚫ Give the character an extra xp trigger. for some other purpose, if you wish). If your game
⚫ Give the character access to crafting, alchemy, needs it, you could have other patterns that occur in
rituals, or other system for creating new every playsheet’s list of abilities.
capabilities.
Changing the Special Ability Format
⚫ Improve 1–3 results to 4/5 in specific circum-
stances (making partial success the worst The special abilities in your game do not have to
possible result). follow the structure of the standard game. The FitD
⚫ Gain +1 stress box. abilities tend to give one specific advantage. That

7
makes sense in a heist game in which every unusual ⚫ Set up special ability advancement in a tree
capability is significant. It also fits many other structure, with those lower down being prereq-
kinds of RPG genres. uisites for more powerful abilities higher up in
the tree.
But your game might require characters with a
broader set of abilities. If the genre is any variant on If you don’t need advancement to be such a big part
super-powered or much larger than life characters, of your game, you can have PCs start with some
the standard ability format may not reflect that. number of character-defining special abilities, but
You can design special abilities in many other ways, then have a set of smaller perks that they can gain
including: during play. That would fit a genre (such as 19th and
early 20th century adventure fiction) in which char-
⚫ Use the same basic format for special abilities
acters start out very capable but don’t really change
as FitD, but expand to allow some abilities to do
significantly from one story to the next.
other things. You could create a special ability

Advanced Abilities
that provides a personal vehicle or magical
familiar, for example. You could specify what
that asset can do, perhaps allowing the player to Blades in the Dark includes several sets of additional
chose some number of customized advantages abilities that are not available at game start. The
from a list. requirements to obtain access are not defined in the
⚫ Make each special ability a thematically-related rules, but are discovered during play. These include
combination of advantages rather than just one. a set of special martial arts techniques (Iruvian
This will tend to make characters more broadly sword arts), commitment to ancient and terrible
capable. Since their abilities can do more, gods, and binding to a pact with a demon.
players will use them more than in the standard
game (but will also need to keep track). You could include similar kinds of advancement
paths appropriate to your setting.
⚫ Give a list of sub-powers within a special ability
and let the player pick two or three of them. ⚫ Scum and Villainy has a different set of advanced
abilities appropriate to a space opera setting.
⚫ Define special abilities more in the form of
broad permissions. “Super strength” could just ⚫ Raiders in the Dark allows PCs to accept commit-
define the character as being vastly stronger ments. Each has prerequisite requirements and
than a regular person and let the effects of that costs that the PC must meet. They provide access
be defined by what seems reasonable to the to several special abilities unavailable to others.
group during play (and, of course, affect posi- For example, Blood Magic is available only after
tion and effect). traveling to some ancient place where your
blood might be infected. It requires a long-term
⚫ Devise a more crunchy system of building
project allowing yourself to be taken over by
abilities from constituent pieces. Many other
something terrible in your body and accepting
games have gone this route, but it adds a lot of
a trauma condition. Your vice (solace) becomes
complexity.
drinking blood from sentient creatures. It gives
⚫ Have special abilities structured in levels. The access to several blood-related special abilities.
more dots you put into an ability, the more
things it can do.
Equipment and Load
Each playsheet in standard FitD has a list of regular
items everyone can have and another list of items
specific to that playsheet. Special equipment is

8
one of the ways to make each playsheet unique ⚫ The PCs in Vergence are from different bloodlines
and interesting. The character doesn’t need to put that have bred for the power to open gateways
in any extra effort to get access to an item on their between universes. Playsheets are grouped by
list, unlike others who might be able to get it via a bloodline and players can take veteran special
long term project or other action to justify having abilities only from other playsheets in the
something unusual. same bloodline. The contacts on playsheets are
designed so that PCs from the same bloodline
In the standard system, each playsheet gets six spe-
are likely to be related to each other.
cial items. Generally, they are a mix of things with
a mechanical effect (a fine weapon) and those that Ancestries
give narrative permission (blueprints). Some take
up no equipment slots and are available for “free,” In some games, players will choose an ancestry
while others use one or more slots and are declared (species, kin, race, kind, etc.). That could be mainly
just like any other item in the inventory. a detail with no mechanical effect in the game rules
(or perhaps an xp trigger). You could also give some
You can change this structure in large or small kind of ability to each PC species.
ways. In Raiders in the Dark, for example, I wanted
wearing armor to be easier, so I made standard In Scum and Villainy, any PC can choose the “xeno”
armor cost one slot instead of two and heavy armor special ability when created. This ability is described
cost two additional slots instead of three. narratively for each character. Then, whenever the
player wants to use it, the GM assesses a cost in
Create a standard list of equipment that showcases stress from 0–2, depending on how much effect
the kinds of assets the PCs would reasonably make it has.
use of. You can also change how many item slots
count as light, medium, or heavy load. This method could work in almost any game with
divergent species of PC. If, for example, the char-
You can also get rid of the load system entirely. acters are different kinds of intelligent animal,
In Vergence, there is no formal system for equip- a Bear’s special ability could let her be strong and
ment or load. The game isn’t really about resource fierce, a Mouse could fit through tiny spaces and be
management or wealth, so players can declare any hard to catch, etc. The GM would charge stress when
equipment they could reasonably be carrying. They those abilities have a significant effect on the game.
can carry any reasonable amount of stuff. If a char-
acter got loaded down, the GM could reflect that via
position, effect, etc., but there is no system for it. The Crew
The crew is a means of binding a group of PCs
Other Playsheet together for a common purpose. The specific kind
Things of crew tells us, generally, what the PCs will be
doing together. In a game with high PC lethality or
Any number of other items could be added to play- retirement, the crew also becomes the thing that
sheets to fit the setting and tone of your game. Do the story is about. You might end a campaign with
you need to track the progression of a character’s none of the original PCs, but their legacy remains.
Doom, Social Credit, or Corruption? Add whatever
If your game is about something other than a gang
trackers you need to the sheet and develop systems
of criminals, you might change this structure (or
for making them meaningful. Structure your play-
eliminate it entirely).
sheets to represent the things that are important in
your game.

9
⚫ In Scum and Villainy, the crew is replaced by a ⚫ Increase the maximum allowed action rating.
ship (with a literal crew); different types of ships ⚫ Give some special skill or capability to everyone
suit different kinds of activities that the crew in the crew.
engages in.
⚫ Decrease a cost or increase a benefit.
⚫ In Band of Blades, the crew is replaced by mem-
⚫ Give +1d to the engagement roll for a specific
bership in a legion of mercenaries beset by mag-
type of plan.
ical foes. In that game there is only one type of
“crew” because it is about a single kind of story When you create a crew sheet according to the
(although they do choose a supernatural patron standard FitD format, you’ll create a set of special
which is in some ways similar to choosing from abilities that fit the setting and the tone of that type
among different crew types). of crew. The standard game gives seven abilities
per sheet. Many repeat from one sheet to another
⚫ In Vergence, the players choose an interdimen-
(sometimes with different names).
sional challenge to face and form an alliance
against it.
Crew Upgrades
⚫ In Moth-Light, the players choose a pact which
will determine the kind of goals and obstacles Upgrades mostly create or improve crew resources:
the PCs face. the crew’s lair, cohorts, equipment, etc. They can
also provide more xp to crew members when they
⚫ You could design a longer term intergenera-
train a specific trait.
tional game in which you only play one or two
scores per decade, with the PCs retiring and
being replaced by the next generation (who
Crew Contacts
could be their children). In addition to individual PC contacts, the crew also
If you don't have a system analogous to a crew, you has a contact list, with one friend and one rival.
may need some other mechanism for giving the These are professional connections for the group as
characters a reason to work together toward com- a whole.
mon goals.
Claim Map
Crew Sheets If you are using claims, then the crew sheet should
A crew sheet functions as an additional shared have a claim map. Claims are discussed elsewhere
playsheet, giving extra bonuses and opportunities in this guide.
for advancement.
Do You Need Crew Sheets?
Crew Special Abilities Not necessarily. Crew sheets focus the game on dif-
Crews have their own special abilities, which apply ferent types of play. If your game is really about one
to everyone in the crew. These abilities provide kind of thing, then you can eliminate crew sheets or
these kinds of collective advantages: have just one sheet for managing group resources
rather than several (as Band of Blades does).
⚫ Allow each PC to add one dot to an action rating.
These are divided up by attribute, so that if you
take the Prowess crew special ability, anyone
can choose to add one dot to an attribute within
Prowess.

10
Cycle of Play
Like the rest of FitD, the various subsystems that
you contact in the cycle of play are optimized for the
Free Play
original setting and style of the game. Depending FitD calls out free play as a phase of the game
on your hack, you might need to tweak or com- between other, more formally defined phases. Since
pletely revise some or all of these systems. it doesn't have specific game systems associated
with it, you could mess with other game phases and
Game Phases leave free play alone (although you might change
systems that are used within free play).
FitD is built around the basic cycle of free play,
score, downtime. The system is built so that the
characters noodle around in free play until a score
The Score
happens, followed by downtime, followed by going With its focus on criminals committing crimes,
back into free play. You can use this basic structure standard FitD is structured around scores. Scores
with perhaps a few tweaks, or you could change it in establish a default episodic structure: each game
significant ways. session is likely to involve one or perhaps two
⚫ You could retain the basic FitD phase structure, scores. A major score could take a couple of sessions
but with other kinds of phases, such as rest, to resolve, but the game deliberately imposes an
travel, scheming, exploration, reporting to inherent limit to how much can reasonably happen
headquarters, training, going on missions, in a score. That limit is stress, which is a precious
dueling your pet monster against other mon- resource which, for the most part, cannot be recov-
sters, etc. You’d want to clearly define the ered during the score itself. As the PCs use stress
function of each, making them mechanically and start to run low, they need to end the score and
and thematically distinct. get to downtime so they can recover—even if means
the score is not successful.
⚫ You could build game phases around some
other dramatic unit of time, such as scenes. You You could keep the basic structure of a score while
would then establish rules for different types just renaming it to fit your game. Explorers of
of scenes, such as action, social, and montage ancient ruins could run an expedition or delve instead
scenes. Depending on how you did this, it might of a score. Commandos could conduct an operation.
drastically change the structure and flow of the Children could fall into a shared nightmare.
game. You’d need to establish what triggers
Renaming might be all you need to do, or you
the start and end of a scene. You’d also need to
might adjust some of the systems that are used to
adjust how resets happen: how do the PCs get
define a score. For example, if you want to allow for
back more stress, reset abilities and armor, heal
somewhat longer scores, you could provide some
wounds, etc. Could they have a short montage
mechanism for recovering some amount of stress.
between action scenes to reset some or all
stress? If so, should they have fewer stress by ⚫ In Raiders in the Dark, the crew can find a safe
default then in the standard game? location and rest for a few hours. During a rest,
PCs restore stress up to half their maximum,
or 1 stress if they are at less than half. They also
reset their armor boxes and clear any short
term harm.

11
Not all game genres fit the episodic nature of scores. result of the roll, they might all take one or more
If necessary, you can change the game structure to consequences or they might get away free. The
build the action around other kinds of events, such exit roll is not required (they might just play
as encounters, scenes, missions, or short and long through the exit normally), but it is a way to
rests. Just make sure you take into account the abstract that part of the delve if the group is not
economy of stress and stress recovery so that the interested the details.
PCs have resources to work with during play. If you
change the system significantly you'll probably need Flashbacks
to playtest and make adjustments so that stress is
precious and limited, but not to the degree that the Flashbacks work hand in hand with the engagement
players are afraid to use it. roll to encourage players to skip tedious preparation
and planning for a score. They can always flash back

Engagement Roll to the planning they have already done for the sit-
uation at hand, whenever that would be necessary.
The engagement roll is designed to focus the players Flashbacks fit many kinds of fiction, but not all. In
on the action instead of planning and prepping. It a horror game, for example, you might eliminate or
works well in games that are set up to abstract the flashbacks so that PCs are less proactive and have
planning part of PC actions. less control. To limit flashbacks, you could increase
⚫ In a game that is more about resource manage- the cost, so that they always require at least 1 stress
ment and planning, you could create a more (but if you do that, the players will tend to do more
formal structure for prepping before a score, planning and be more hesitant).
such as a planning montage, scouting, build-
ing super science creations in the laboratory,
etc. This could be used to establish facts about
Load
what is about to happen or give extra dice to In standard FitD, players state at the beginning
the engagement roll, affect what items can be of a score how much load they are carrying, but
included in load, or other relevant tweaks to the the specifics are declared later. This is essentially
system. another kind of flashback mechanism, designed to
⚫ Another change would be to make engagement encourage players to not worry about the planning
rolls optional. The purpose of an engagement their characters are doing and jump to the action.
roll is to determine the starting position when If you want to be more detailed with load, you
the action starts. Depending on the narrative could incorporate a system in which players declare
structure of you game, free play might often which items they have ready to hand and which are
merge right into a score, so the starting position stored away and would take longer to get to in an
is already clear. In that case, you could provide emergency.
the GM with the option to skip the engagement
Another possible aspect of load is supply. In a game
roll and just declare that a score has begun.
about exploration or travel, it might be useful to
You might also consider whether your game should keep track of the supplies or goods that can be car-
have a mechanism for disengagement. ried by a wagon, spacecraft, porter, sailing vessel,
⚫ In Raiders in the Dark, at the end of a delve the etc. You could create a whole mini-game about
crew can make an exit roll to get themselves managing scarce resources.
out of a dangerous location. Depending on the

12
⚫ In Deathwish, one of the actions is called Pack. bottom of the social hierarchy. It might or might
For each dot in Pack, PCs get one point of not fit your game.
Supply. They can use Supply to declare access to ⚫ Trauma could remove the character from play
larger or rarer items than they would otherwise for some specific period, such as the current
have available. scene. You could also be more specific about

Stress
what it means. For example, for the rest of that
score it could limit the actions the character
Stress is the core currency of PC activity in the can take unless in the company of other PCs to
game. It's useful but limited. If you don't like the provide assistance and encouragement.
system for stress as written, you can fiddle with it. ⚫ A character taking trauma might play through
For example: a flashback scene to address some element of
the trauma condition the player has chosen—
⚫ If the word “stress” doesn't fit your game, you
potentially gaining some advantage (such as a
can rename this resource to a different word,
setup action) that applies to the current fiction.
such as moxie, power, grit, élan, vigor, vitality,
doom, or heart. ⚫ You could have some system for a player whose
character goes out via trauma to temporarily
⚫ The standard game gives players a max stress
take some specific role while not playing the
of 9, with a couple of more points available via
character. That could be playing one or more
crew upgrades. If that's too much or too little,
NPCs, negotiating for especially interesting
change the number.
Devil’s bargains, choosing the next big narra-
⚫ A crew that is connected psychically could have tive beat, or any other role that fits the theme
a shared pool of stress. of the game.
⚫ In the standard game, you have a reserve of ⚫ In Deathwish, there is no trauma. When you get
stress that you can spend and later restore. An to zero stress, you are exhausted. You can keep
alternate method is to have stress start at zero playing the character when exhausted, but you
and have PCs gain stress which they later take can't push, resist, or do other things requiring
action to remove. This makes no difference stress. Some abilities let you mitigate exhaus-
mechanically, but may have a different feel that tion in certain ways.
fits your game better.
Forced Retirement
Trauma In the standard game, PCs who mark a fourth
When you go to zero stress, you suffer trauma. trauma condition cannot continue as playable char-
Trauma takes the PC out of the game. Trauma is a acters. They must retire or take a fall and become
dramatic event that some players enjoy. But it also incarcerated. This reflects the standard setting
keeps the player from playing for some (not quite (desperate scoundrels) and encourages campaigns
defined) period of time, which can feel intrusive in which players may have multiple characters. It
and not so fun. also gives players reason to avoid trauma.
Because resistance rolls cost a variable amount of You could change this in a few ways:
stress (up to 5), it's very possible to go into trauma ⚫ In a game like Deathwish, without trauma, there
unexpectedly (two bad resistance rolls will do it). is no forced retirement (but there is a retirement
This system is designed to reflect the desperate system for characters who have completed a
and unpredictable nature of a criminal gang on the campaign).

13
⚫ You could push this mechanic even harder so the desperate nature of the criminal gang setting of
that the fourth trauma condition doesn’t mean default FitD. It also encourages a game with more
retirement, it means going out in a blaze of than one PC per player. When one PC is too hurt to
glory. The PC could get some temporary bonus, go on a score, another one can sub in.
such as being able to ignore harm penalties
If your game doesn’t fit that model, you can make
or a fully restored stress track, but the PC will
healing easier. Here are some ways to do that.
not survive.
⚫ Make retirement fit the theme of your game. If ⚫ You could just let PCs clear all harm in between
it’s about adolescents who have a way to travel scores. If, in the fiction, the crew would normally
from our mundane world to a magical realm, be able to wait until everyone is healed (or if
then exceeding the trauma limit (or equivalent) magical or high tech healing is easily obtained)
could mean that the character has become a then letting PCs heal completely between scores
grownup and is no longer able to cross over. is nice and simple.

⚫ Instead of retirement, taking on too much ⚫ Provide a more forgiving recovery system, such
trauma could mean some kind of transfor- as this one (which doesn’t use a clock):
mation. Perhaps the character transcends Recover
from being a mortal into some altered state of Roll PC action rating Critical: Clear all harm
existence, which doesn’t require retirement but or NPC Tier 6: Clear two levels of
does involve changing to a new playsheet with Add +1d for harm
new abilities and limitations. assistance 4/5: Clear one level of
harm
Get +1 effect level per
Downtime coin spent
1-3: Clear all level 1 harm

Downtime is a mini game within FitD that is ⚫ Taking more downtime actions for healing
oriented toward longer term actions. If your doesn’t cost coin, it only means the GM has
game incorporates downtime, you can make it a justification to advance faction clocks.
big deal, with lots of different actions that can be ⚫ Healing just costs coin, no die rolls.
accomplished, or just a pit stop in between more
⚫ Clear all level 1 harm during downtime auto-
important things.
matically, no recovery action needed.

Long-Term Project ⚫ All harm drops by one level automatically each


downtime. A PC can take a recovery action to
This abstract and versatile system works well as heal more quickly than that.
written. Unless you have a reason to change long- ⚫ Magical or high tech rapid healing is available at
term projects, they fit well into most types of game. a cost in coin. If the PCs have the right connec-
tions (which could be a crew upgrade), they get
Recovery some amount of healing for free.
Recovery from harm in FitD can be punishing.
Especially in the early stages of the game, when Vice
PCs may not have access to healers or the coin to
In a game about criminals, it makes sense that
spend on extra downtime actions, a PC who goes
indulging in vice is the mechanism for recovering
into downtime severely wounded might be just as
stress.
hurt at the beginning of the next score. This reflects

14
⚫ If you want to use the same basic system but ⚫ You could also have PCs automatically recover
make it feel less seedy, you can rename vice to some set amount of stress, such as 4, each game
something different, such as solace. Sources session. They could then choose to indulge vice
of solace could be family members and friends if they wish to recover more than that.
rather than drug dealers and bookies. ⚫ You could create some other restoration
The vice mechanic for recovering stress includes an method, such as roleplaying through a small
element of risk, since PCs who recover more than recovery scene with another PC or an important
their maximum stress overindulge. The lower you NPC.
are on stress, the lower the chance of overindul-
gence (it’s impossible if you have more than 5 stress The Faction Game
to recover).
Interacting with factions is a big part of Blades in
If you want to dissociate the likelihood of overin- the Dark. You can use the standard FitD faction
dulgence from the PC’s current stress level, you mechanics if they fit your game, integrating your
could use a table like this: own set of factions.

Indulge Vice Here are some other ways to make factions work:
Roll worst ⚫ The simplest system is to just use roleplaying
Critical: Recover all stress
Attribute 6: Recover 5 stress and faction clocks. When the PCs interact
rating 4/5: Recover 3 stress positively with a faction, establish a clock to fill
1–3: Recover 2 stress and toward gaining their confidence or earning a
overindulge significant favor. When the PCs interact nega-
tively, then create a negative faction clock and,
⚫ A simpler and more forgiving system is to have
when it fills, have the faction take some kind of
PCs recover all stress at each downtime. This
reprisal.
could fit a game about larger than life action
heroes, for example, or one in which each ⚫ In Vergence, most factions are led by a single
downtime represents a significant amount of strong individual, so factions are presented as a
time and a chance to fully reset. That could be list of NPCs and what they are in charge of.
a “free” reset, require a downtime action but no ⚫ In Deathwish, there is a formal system for estab-
roll, or it could require a downtime action and a lishing different levels of alliance. The stronger
roll such as this: the alliance, the more resources are available to
the crew.
Recover Stress
Recover all Critical: Gain extra information, Advancement
stress and a new contact, or other
FitD has advancement systems for both PCs and the
roll worst advantage
Attribute 6: No problems crew, with xp triggers that are marked at the end of
rating 4/5: +1 Heat or minor narrative each game session.
complication
1–3: +2 Heat or major narrative If you like the basic FitD xp system, keep it, perhaps
complication reconsidering which xp triggers fit your game and
how fast characters and crews should advance.
⚫ Is your game designed for one-shots or just a
few sessions? Then you could have a very simple
advancement system (or none at all).

15
⚫ Is it designed for a range of different game for wealth: cyberpunk, sword and sorcery, 1920s
lengths? If so, how will it work for just one or gangsters, etc. If appropriate, you can rename coin
two sessions? 10 sessions? 20? 40? Is the game to whatever fits better, such as “cash” or “cred.”
still playable once the PCs have earned many ⚫ If wealth is not a driving factor in your game,
upgrades or does it become uninteresting you could choose to remove this system. For
because they’ve become too powerful and don’t example, in a game about intrepid galactic
have much else to strive for? explorers from an advanced post-scarcity
Most players like games with advancement, so it culture, a wealth system is largely irrelevant to
can be a good idea to make sure the first advances what the PCs are doing.
happen quickly. Even during a one-shot, you could ⚫ If you want to get more detailed and finicky,
allow for advancement halfway through. On the you can make the system less abstract. For
other hand, during a long campaign, it’s important example, you could make the players track the
to make sure players don’t get all the shiny things actual amount of money or other valuables they
very quickly and then have less motivation to acquire and spend.
continue.
Here are some possible changes and tweaks: Payoff
⚫ Marking xp for desperate rolls creates a weird The standard game assumes that successful scores
incentive in which players may focus on getting generate coin fairly reliably. The larger the score,
game currency (xp) instead of playing within the greater the payout, but otherwise the GM is
the fiction of the game. They might trade directed to just give the crew a consistent reward
position for effect just to make a desperate for completing a score.
roll, or tell other players not to help help with
If you want, you can build in tropes of criminal
a setup action because they want their action
fiction that the standard game avoids by making
to be desperate. That xp trigger is also another
payoff less certain: an erstwhile ally takes off with
thing to remember to keep track of. You could
the loot, a fence persuades the crew that the loot
choose to get rid of it if the incentive doesn’t fit
isn’t worth much, or the crew gains access to a
your game.
huge payout that belongs to someone powerful
⚫ Deathwish has no xp system. The crew gets one (who wants it back), etc. If your game is designed
advance after completion of each score. to explore betrayal, you could choose to lean into
⚫ Vergence also has no xp system. Instead, each those kinds of events mechanically, perhaps with a
type of crew (alliance) has milestones that are random table of complications that must be rolled
specific to the threat they are facing. When after a score.
enough milestones are met, the entire group
earns an advance. This system is simpler but You could also change the mechanics for payout,
less granular than xp. making the benefit from scores less predictable
or adding in other kinds of renumeration besides
Coin and Stash abstract coin.
⚫ Raiders in the Dark is about venturing into
The coin mechanic provides a way to abstract ancient crypts and acquiring loot. During a
wealth and reward, avoiding tedious accounting of delve, they can acquire loot dice to represent
small units of currency or a cycle of petty theft and various items they’re picking up that they think
fencing of stolen items. This system is fairly easily will be valuable. Each loot die takes up one load,
adapted to any game that is about PCs scrabbling so they must make choices about what to carry.

16
There are two kinds of loot dice: red and blue. this system works well. It may be overkill for games
One red is more valuable than one blue, but in which that kind of action belongs more in the
two blue are more valuable than one red. They background.
can combine two blues into a red (representing
If legal entanglements need to be important, then
sorting and keeping only the most valuable
make them important. Use the incarceration
stuff). When they get back to their base and can
system or build something equivalent to fit your
try to convert their loot to coin, they roll on a
game. Make entanglements significant enough to
payout table to learn what coin or special items
drive major game events. Create a game in which
they have acquired.
the crew either puts a lot of energy into minimizing
Payout Roll heat or pays the consequences.
Roll your blue Each 5 or 6: 1 coin.
loot dice Three blue sixes: special item. Incarceration
Roll your red Each 4, 5, or 6: 1 coin. A formal mechanical system for sending PCs to
loot dice Two red sixes: special item. prison and then giving them the means to stake
prison claims fits some genres of RPG. Note that
Retirement incarceration can split the crew, with some in prison
and others out of it. That could be disruptive to the
If retirement from life on the edge makes sense in game flow (unless players are willing to create new
your game, then include it. FitD has a system for characters). One change you can make is to not have
determining the quality of retirement based on one PC do a stint in the hoosegow, but the whole
stash. If that’s not a theme that fits your game, you crew instead.
can easily remove it.
In many game settings, a structured incarceration

Heat and
system is probably not a good fit. If that’s not what
your game is about, you can take it out while keep-
Entanglements ing heat and entanglements.

This system is a way to give mechanical weight to Without incarceration, you may need another
troublesome attention from the powers that be. If mechanism for the crew to reduce their wanted
your game is about acting illicitly within a corrupt level, such as doing favors for powerful factions,
power structure, the heat system in FitD may not paying large bribes, moving to a different territory
need any significant changes. where they are less notorious, or setting up others
to take the blame for their actions.
However, if your game is about proactive heroes
⚫ In Scum and Villainy, heat is tracked separately
who are taking action rather than dealing with
in each star system the crew operates in.
unprincipled power, you might want to just remove
this whole system. In that case, factional issues
Entanglements
could substitute for heat and entanglements.
If you use entanglements, you may need to create
Heat a new set of specific random events to fit into the
random table structure. If giant monsters are a
The heat mechanic includes a whole subsystem
thing in your setting, then include giant monster
involving wanted level, incarceration, prison
attacks as entanglements. If there is a secret society
claims, and entanglements. If dealing with the law
pulling all the strings, then an entanglement could
and those who control it is a big part of your game,

17
be contact with a peripheral (or not so peripheral) is used for dice pools when crafting or acquiring
part of the Illuminati. assets and when using the crew’s influence. It also
determines quality of equipment and the size of the
One issue some groups have with the entangle-
gangs the crew controls.
ments system is that it can be rather mechanical.
Many entanglement results can be bought off by This system can be adapted to any other way
expending resources (coin, rep, etc.). This gives the of scaling the crew vs. opposition they might
players control of whether they play through an struggle against.
entanglement plot or not, but if a group just rou- ⚫ In Vergence, the PCs have a static quality level
tinely pays up so they can get to the next score, the of 2. Those they encounter might have a qual-
entanglement system is just a mechanical resource ity ranging from 0 to 4. When they contend
drain, not an engaging part of the story. physically or psychically with opponents, the
⚫ One solution is to have entanglements happen difference in quality (plus or minus) is used as a
less often, but be a bigger deal when they come modifier to the effect level of their actions. This
up. For example, if 1–3 on the table is that makes the PCs inherently stronger than some
nothing of significance happens, then the other opponents, while placing them at a disadvan-
results you put on the table will be less common. tage against others.
You can make those events dire enough to take ⚫ Band of Blades uses threat instead of quality or
over the plot when they do come up. tier. PCs with standard equipment are threat
⚫ In Asphalt & Trouble, entanglement rolls are level 1 and fine equipment (which most PCs
made just before the score. The results are a sort can access) increases their threat to 2. Enemies
of extra consequence that will have to be dealt also have a threat level, sometimes much higher
with during the action. than 2. This is considered in assessing position
and effect.
Turf and Claims
Turf and claims are another system for a game
Crafting and
about criminals establishing control of part of a Acquiring Assets
corrupt city. If your game is not, it’s fine to just take
Crafting is a subsystem to allow PCs to create spe-
out this whole system.
cial assets for themselves. Acquire asset is another
If you do keep it, you’ll want to establish a modified system to allow PCs to get special assets (items,
claim map for each crew type, with mechanical experts, cohorts) from other people or factions.
effects of taking over each kind of claim. Your claim
These systems can produce results that are not
map could represent parts of a corrupt city, nodes
“balanced,” but that might be OK, especially in
in cyberspace, parts of an ancient teleportation sys-
a short-term game. It’s fun to make and invent
tem, secret passages within a magical high school,
stuff, and if the PCs get cool advantages over
or any other contested “territory.”
NPCs, then the GM has tools to correct that if it’s
necessary for the story. If your game emphasizes
Rep and Tier this kind of thing, you could include a discussion
Crews “level up” by advancing their tier. They do this of the implications and what can be done to keep
by accruing rep and spending coin. Tier is a mea- the game both fun and challenging.
sure of how much strength the crew has acquired The crafting and acquire asset systems are fairly
vs. other gangs within the corrupt underworld. Tier flexible, in that what is possible can be established

18
by consensus among the group. If you have crafting, as during a war with another faction), they
you’ll probably want to come up with a list of sample can’t replenish other than through action in the
craft-able items to fit the setting. fiction.
However, if you use Blades in the Dark as your model
for special items, you will notice some apparent Rituals
inconsistencies. The crew starts at tier 0, which This is another system that can be adapted to fit
means their equipment is normally tier 0 (or tier 1 your setting, by establishing what the “rules” of
if it is of fine quality). The base tier of crafted items magical rituals are. What kinds of things can be
is also 0. But the special abilities they can access at accomplished, what are their limits, and what do
game start say they can have items of up to tier 4. they cost? If your setting has magic and this system
Does taking a special ability give them access to fits your conception of how it works, then use this
those higher tier items? What happens when they system. Develop those rules and provide some
are expended, as in the case of potions? Do the PCs examples of rituals.
have to do anything to replenish, or does that just
happen off screen? Magnitude
The standard rules don’t really answer those ques- If you use the FitD ritual system, you’ll need this as
tions. If you use the standard game as a model, well. Some abilities might also depend on it. If the
you might want to clarify how this all works. Some scale is not right for your setting, you can adjust
options: what each of the numbers means.

⚫ Ignore the contradictions. If a special ability Magnitude can also be used as a formal measure of
says a PC gets access to higher tier items, they other kinds of scale, such as effect level of magical
are freely replenished at every downtime. The spells or size of huge kaiju monsters.
only limits imposed by tier are on those items ⚫ You could use the magnitude tables (or some
not available through playsheets or special version of them) to set the cost of spells, super-
abilities. powers, or other effects. For example, in a fan-
⚫ Create a list of basic items of tier 0 or 1 that the made Wizard playbook for Blades in the Dark,
crew has access to (instead of using the higher the PC creates a supply of a resource called
tier items in Blades in the Dark as a model). As Flow by making Risky action rolls using the
they increase their tier, they get access to more Attune action. Spells are cast by spending Flow,
interesting things. with the cost determined using the magnitude
⚫ Allow the PCs to start with the higher tier items tables.
their abilities give them access to. However,
when expended, replacements must be crafted Non-Player
or acquired. If the required minimum quality
level is not achieved, those items have one extra
Characters
flaw per level of difference. Flaws are negotiated In most traditional RPGs, the mechanical treat-
between the GM and players. ment of non-player characters is similar to that of
⚫ Allow the PCs to replenish the higher tier items the PCs. While they are usually simpler than PCs,
on their regular item lists as long as they have they have statistics and take actions like the PCs do.
access to their lair (to make them) or a supplier The GM rolls dice for them.
(to obtain them). But if they lose access (such In FitD, that’s not the case. The PCs take action; but
NPCs are just part of the fiction. If a PC is trying

19
to convince a hotel concierge to tell her which room The game suggests using clocks to track the defen-
Lord Acton is staying in, there may be all sorts of sive abilities of serious opponents. It also has a
rhetorical flourishes happening in the conversa- mechanism whereby a prepared and capable enemy
tion, but mechanically it’s the same as if she were can impose consequences on a PC even before any
trying to pick the lock to get into his room. If dice are rolled. Those are useful mechanisms and
combat happens, there is no separate system for it they may be all that is required. You could add
as there is in many RPGs. Fighting is just treated as others, such as:
another series of events in the fiction that the PCs ⚫ A list of abilities for NPCs, with guidance for
interact with. the GM on how they can be managed. These
This approach has great elegance and simplicity. In do not have to be as narrow or clearly defined
other games, GMs often have to spend lots of time as PC special abilities, but they can provide
prepping before each game session to lay out all the suggestions about how those abilities will affect
statistics that define NPCs. FitD games can involve game play.
little or no prep, which removes a lot of drudgery ⚫ Examples of what the most complex and capa-
from the GM’s role. ble opponents might be like and how to manage
them.
But there is a tradeoff. During play, the GM has to
keep track of the fictional status of all the NPCs in ⚫ Deathwish has a comprehensive system for
a scene without much help from the game system. defining and managing opposition. Enemies
Usually, that’s fairly simple, but when a scene have a numerical threat level that is compared
includes multiple named and important NPCs, or to that of the PCs. The difference in threat level
when an NPC should fictionally be able to bring a is reflected in bonuses or penalties to effect.
broad range of abilities to bear, the GM has a lot to Powerful opponents may also have focus, so that
remember and keep track of. when they put their attention on a particular
PC, any action by that PC generates an auto-
This is a reasonable tradeoff in the core Blades in the matic consequence. A very capable opponent
Dark game because NPCs mostly have mundane might have a focus ability that applies a higher
abilities. But if your game might include lots of level automatic consequence or an area affect
NPCs who are powerful mages, mystical martial ability that applies a lower level consequence on
artists, cyber-enhanced netrunners, powerful any PC acting within their reach.
super-villains, or other complex NPCs, consider
whether the GM needs more help with managing
those “boss” opponents.

Resolution Systems
Deep in the core of the game are the systems for
resolving basic game actions. You can do all kinds
Rolling the Dice
of things with FitD without ever touching this part. The basic FitD dice mechanic is simple: roll a pool of
But if you are dissatisfied with how FitD resolves six sided dice and count the single highest number.
action (or just like to mess around) you can make 1–3 is a fail, 4/5 is a partial success, 6 a full success,
major or minor changes to these systems. two or more sixes is a critical success.

20
Dice Critical Success Partial Fail
0 0% 3% 22% 75%
1 0% 17% 33% 50%
2 3% 28% 44% 25%
3 7% 35% 45% 13%
4 13% 39% 42% 6%
5 20% 40% 37% 3%
6 26% 40% 32% 2%

This resolution system is easy to teach and plays adjustment to the highest number rolled. You
quickly at the table. It is universal to almost all of could also use different sizes of dice for differ-
the dice mechanics in the game. ent purposes or probability ranges.
As you can see from the table of dice probabilities ⚫ You don’t have to use dice at all. Crash Cart uses
on page 21, rolls start to lose suspense as we go a deck of regular playing cards. Instead of a
above three or four dice. Once we get to five dice, dice pool, you draw a number of cards equal to
the chance of a full success or critical is 60% and your rating. Different combinations of cards
outright failures will be very rare. determine whether the result is a success,
partial success, etc. By controlling where cards
That’s not very dramatic, so in general you probably go after drawing them, the game can change
want to have a system in which most rolls involve odds over the course of a session: lots of success
1–3 dice, with 4 or more dice reserved for special early on means failure is more likely later, while
circumstances or extra expenditure of player early failure is balanced with more face cards
resources. That’s something to keep in mind when remaining in the deck, so success is more likely
devising the mechanics for figuring out a base dice later on.
pool and for gaining extra dice by pushing, assist-
ing, using special abilities, etc. Action Roll
Most FitD games keep this dice resolution system.
The action roll in FitD uses the standard dice
Deviating from it makes a game “feel” less like it fits
mechanic to resolve any action a PC is likely to do.
into the FitD family.
This is a useful system that is easy to design around.
But it is possible to tweak the system. For example:
The action roll is a “fail forward” system. Every roll
⚫ Your game doesn’t have to use six sided dice. If produces a change in the fiction; there is no such
you wanted to change the range of results, you thing as nothing happening when a player decides
could use d10s or some other kind of die instead to take action.
of d6s. That might be helpful in adjusting the
probability of different results, such as if you Explaining the Action Roll
want to use dice pools that involve more dice
The standard FitD rules have a long, detailed, step-
being rolled or if you want more kinds of results
by-step explanation of how the action roll conversa-
than fail, partial success, full success, and crit-
tion happens. Many game authors have found that
ical. A bigger size of dice could also fit with a
they can describe it in a lot fewer words. This has the
system in which the player gets a plus or minus
advantage of being less overwhelming, but it also
means that you have to explain it very well because
there is no redundancy to help with clarification.

21
Consider how much explanation will be required by ⚫ Set the worst result at partial success, so any 1–3
people likely to play your game. result is upgraded one level.
⚫ Upgrade every result by one level, so 1–3 is par-
Bonuses and Penalties tial success, 4/5 is a full success, etc.
In the standard system, the chance of success is ⚫ Give one or more bonus dice.
solely a function of how many dice being rolled, ⚫ Increase the effect level.
which does not depend on the difficulty of the task. ⚫ Allow the player to select one benefit from a list
You have the same chance of getting a full success (which might vary depending on the situation
on your roll regardless of whether you’re trying to or the action rating used).
do something easy or hard.
⚫ Scum and Villainy has a mechanism in which
This works in FitD in a few ways: the crew can gain game tokens called gambits.
1. You only roll if the action is dangerous or trou- Any 6 or critical success rolled on a desperate
blesome, so if you want to punch a blustering action provides one gambit. Each gambit can
fool who is no challenge for your character, the be spent for +1d on a subsequent roll. The intent
GM might not bother calling for a roll and just is to provide a larger than life luck mechanic in
narrate how he has been taken out. which success builds on success.
2. Although the difficulty of the roll does not affect And here are some ways to impose disadvantage:
the dice pool, it does establish the stakes of ⚫ Make 4–6 partial success and critical a full
that action (via position and effect). Getting success.
a success against a mook might take him out ⚫ Downgrade every result by one level, so 1–5 is
immediately, or even take down a whole gang, fail, 6 is partial success, critical is success.
while a success against a boss might just stagger
⚫ Remove 1 die. If that drops the pool below 0
her. And a consequence while tangling with a
dice, the action is an automatic failure.
mook could be much less severe than if you are
in a final battle with the big bad. If you’re used ⚫ Reduce effect level.
to other games in which you might roll against ⚫ After the dice are rolled, take away the highest
an armor class or difficulty rating, this method die before determining the result.
takes some getting used to. ⚫ Allow the GM to select one additional conse-
3. FitD is related to Powered by the Apocalypse quence from a list (which might vary depending
(PBtA) games, which mostly don’t care about on the situation or the action rating used).
the difficulty or risk of action rolls (“moves”). If you do use some kind of advantage and disadvan-
Compared to PBtA, FitD is highly engaged tage, you should probably also eliminate or simplify
with action difficulty. Compared to many other position and effect. Otherwise, the discussion
games, FitD very much abstracts difficulty. required before rolling dice becomes redundant
But you could change the system to include modifi- and tedious.
ers for harder or easier situations. You might do this
instead of position and effect, or as part of a com- Pushing
bined system. When the GM determines that the
Pushing is a simple mechanic that gives +1d or
situation is especially good or bad for the PC, that
increased effect for two stress. It works well in play.
roll could be made with advantage or disadvantage.
Unless you change the core dice and stress mechanic,
Here are some ways advantage could work: pushing should probably stay in your game.

22
Devil’s Bargain happens before the dice are rolled, everyone knows
the stakes before committing to an action. The flow
The devil’s bargain gives the player a way to get an differs from that of many other RPGs, in which a
extra +1d in exchange for a negotiated consequence lot of conversation about action resolution happens
that will happen no matter how the dice roll turns after a die roll instead of before.
out. It cannot be resisted.
For flavor, you could change the names of the dif-
Here are some ways you could change devil’s ferent levels of position or effect without changing
bargains. what they do in the game.
⚫ The devil’s bargain slows down the conversation
and delays rolling the dice and getting a result. Simplifying Position and Effect
It may not fit a game that’s intended to play
I’m a big fan of the position and effect system and
quickly or that gives players other ways to com-
would find it hard to imagine designing in the FitD
plicate the narrative. You can remove it from
space without them, but you might find it cumber-
your game and everything will run just fine.
some. It requires a brief conversation before every
⚫ Change the name of devil’s bargain to some- die roll.
thing that fits better: twist, glitch, snafu, etc. Or
it could be something very specific to the lore of Here are some ways to streamline:
your setting. ⚫ In Blades Against Darkness, an action roll is
⚫ Have two levels of devil’s bargain. The standard trivial, daring, or insurmountable. That sets
DB could be as written in the game, while a both how much you will be able to accomplish
“demon’s bargain” is a greater gain (such as +2d and what kind of consequence you may face if
or automatic full success) that also creates a the roll is not fully successful. This combines
very serious problem for the PC. position and effect into a single assessment of
⚫ Make it random. Instead of a devil’s bargain, action difficulty and peril.
the player can accept a devil’s die. This die is a ⚫ Slugblaster uses a simplified the system in which
different color from the others. If the devil’s die an action roll is risky except when the PC is try-
comes up 1–3, then (regardless of the result of ing to “look cool,” in which case it's desperate.
the overall action roll) a serious consequence This streamlines play in a game intended to be
ensues, which cannot be resisted. quick and casual.
⚫ Special abilities can interact with devil’s bar- ⚫ Deathwish gives more mechanical weight to
gains. For example, the PC could get +1d and effect. Significant opponents have a threat
increased effect on a Devil’s bargain, be able to level that is compared to the capability of the
resist the DB consequence, or on full success PCs. For each level difference, the effect level of
take an action to try to redirect the Devil’s bar- action rolls are adjusted upward or downward.
gain consequence onto someone else. When the PCs are facing very powerful oppo-
sition, they often begin at zero effect and must
Position and Effect use various mechanical and fictional actions to
achieve significant results (pushing for effect,
Position and effect set the stakes for an action roll. setup actions, etc.).
On 4–6, effect tells us what has been achieved. On ⚫ In Sig: City of Blades, the GM assesses effect.
1–5, position tells us how severe the consequence is. It is then increased by one level for each of
These overlap on 4 and 5, so partial success mixes these: the roll was 6, the roll was multiple 6s,
success and failure. Because the discussion

23
outnumbering or outclassing the opposition, range of things in the core game, but they are
having quality equipment, and being in con- not formally divided up. That has the advantage
trolled position. of allowing the GM to just focus on the fiction,
⚫ It's possible to be even more streamlined and while providing a bit less specific structure.
just get rid of position and effect entirely. Suc- ⚫ You could structure consequences in various
cess is just whatever seems like this action could ways. For example, you could devise a set of
reasonably achieve. There is no position: the condition cards such as “confused,” “stymied,”
GM just applies whatever consequences seem or “equipment malfunction.” Each condition
reasonable in the current situation. Unless would apply until the character takes action to
some other system replaces it, this removes any clear it. The cards could be assigned randomly
formal consideration of the stakes of a roll from or chosen by the GM.
the game. ⚫ The reduced effect consequence can negate all
⚫ As noted earlier, you could replace position or most of the success achieved on a 4/5 roll.
and effect with bonuses and penalties to the That can make sense in the fiction, but it turns
action roll. a partial success into a non-success, which is
kind of a drag. You could choose to eliminate
Adding an Additional Position this kind of consequence or provide advice to
In FitD, harm goes from level 1 to level 4, but posi- the GM on when it is appropriate and when
tion only goes from Controlled (level 1) to Desperate it’s not.
(level 3). That leaves an implied position more peril-
ous than desperate.
Harm
⚫ In Deathwish, there is an additional position Harm is presented on the same severity scale as
level, also called “deathwish.” If you take an other consequences, from 1 to 3. In theory, all level
action at deathwish position and you get a 2 consequences are equally punishing. But in prac-
consequence, you either resist or die. This fits a tice, that’s not really true: level 2 harm is likely to be
game that is explicitly designed for high lethal- more of a problem, over a greater period of time,
ity and multiple PCs per player. than any other kind of level 2 consequence. When
a consequence is called for, and the GM chooses to
Consequences impose harm, that’s an escalation. It’s not neces-
sarily bad that the game works this way. It’s built so
When the dice call for a consequence, the severity that it encourages players to have alternate charac-
has already been determined by position, from ters to play while injured characters heal up. If that
level 1 consequences (controlled) to level 3 (desper- ensemble crew structure doesn’t fit your game, then
ate). The GM now decides exactly what happens: you might need to take another look at how harm
either some troublesome event in the fiction works.
(reduced effect, complication, lost opportunity, or
Harm imposes a serious limitation on the PC’s
worse position) or harm.
actions until healed, which by default takes at least
⚫ For non-harm consequences, one option sim- through the next downtime to remove. For these
plify all them into one category. In Vergence, reasons, most players are more likely to resist harm
any consequence that isn’t harm is just a than other kinds of consequences.
complication. The GM can still impose the full

24
One practical issue with harm is that people face when below, say, half hit points, such as
(GM and players) may tend to forget to apply the taking -1d or -1 effect on actions that would be
penalties the character would normally suffer. impaired by being hurt.
That’s because it’s an extra thing to remember ⚫ You could have multiple harm tracks: physical
and the penalties are severe enough that they are harm, emotional harm, corruption, etc. For
not fun. example, in Band of Blades, corruption is on a
There are various schemes for changing how harm different track than harm. When you fill your
works. These include: corruption track, you take a permanent blight
condition, which causes physical change and
⚫ If your game is not really about people taking advances the character toward becoming
serious risks and potentially being seriously unplayable.
hurt, you can get rid of harm. For example,
⚫ In Blades Against Darkness, harm can be des-
Slugblaster is about adolescents doing cool
ignated as magically tainted, which cannot
things on high tech skateboards. PCs can’t
be healed by normal means. The PC will need
get seriously hurt or die, and there is no harm
to seek out some source of special healing to
mechanic.
recover from that kind of injury.
⚫ n Deathwish, a character is wounded (-1d),
⚫ You could switch the penalty imposed by level 1
broken, or dying. There are not multiple harm
harm (-1 effect) and level 2 harm (-1d to actions).
boxes at each level.
Arguably, -1 effect is worse than -1d.
⚫ FitD harm can be both long term damage
⚫ In Vergence, level 1 harm imposes no mechanical
(cracked ribs) and short term physical or psy-
penalty (“it hurts but you’re OK”). At level  2,
chological problems (drunk, freaked out). As
the character must spend 1 stress or take -1d
the rules are written, clearing all kinds of harm
to actions; at level 3, the character must spend
is handled the same way. In effect, it could
2 stress or take -1d to actions. This gives players
take weeks of game time to recover from being
a bit more of an “action hero” vibe in that harm
confused or winded, which doesn’t make a lot of
is a problem but less of an impediment to doing
sense (and in practice, most GMs probably don’t
things.
actually follow the rules in this way). In Band of
Blades, the GM can identify harm as temporary. ⚫ Band of Blades has a broader range of levels of
It still takes up slots in the harm tracker, but it harm. Level 4 is a fatal wound (dying), while
disappears when that makes sense in the fiction level 7 harm is “blown to bits” or equivalent.
rather than requiring downtime actions. ⚫ You could use a system of predefined condi-
⚫ You could specify that harm is only physical tions instead of harm. Each type of condition
or mental damage that will take a long time could have a separate penalty and a method for
to recover from. Anything else, such as being clearing that condition. For example, Ruralpunk
drunk or scared, is a complication. replaces harm with a set of predefined con-
ditions (hurt, angry, etc.), each of which is
⚫ You could use hit points instead of harm, as
matched to one of four attributes. If you have
many other games do. PCs have a number of
a condition and you take an action under the
points and taking harm subtracts from their
matched attribute, that roll is made with an
total. When they get to 0, they are incapacitated
extra condition die. Depending on the result of
(or dead). In effect, this gives each PC a health
that die, the action may generate extra prob-
clock. There could be some penalty that they
lems (but on a 6 you overcome the problem and
the condition is helpful).

25
Resistance ⚫ In Blades Against Darkness, PCs don’t resist by
rolling an attribute. Instead, there is a track
Resistance is a core piece of FitD. It allows players indicating increasing levels of distress, starting
to say no to whatever consequences they don’t like. at Fresh. When you resist at Fresh, you roll with
This provides a high level of player agency compared 4d to find out the stress cost and cross off that
to most other traditional RPGs. box. The next resist is also at 4d, but crosses off
the Shaken box. Then the next resist is with 3d
But the GM still has a lot of control. The player can and crosses off the Tired box. As the boxes are
resist, but the GM determines the position that crossed off, the PC has fewer dice to resist with,
sets up the severity of the consequence and to what eventually landing at Shaken with 0d.
degree the consequence is mitigated. The GM can
⚫ In Deathwish, you can avoid level 1 harm by
inflict consequences without any roll at all and so
spending 1 stress. You can do that after resist-
could overwhelm a player with too many conse-
ing, if you want.
quences to resist (that’s not a good idea, but it’s not
disallowed). Ultimately, the GM and players need to ⚫ You could standardize how much a resistance
play collaboratively in order to make the game fun, roll reduces the consequence. Instead of having
just like any other traditional RPG (the resistance it be GM fiat, for example, you might specify
mechanic can’t protect players from a bad GM.) that resistance is two levels. That would make
resistance a bit more effective and reliable.
Resistance is also a gamble, since it has a variable ⚫ You could let the player choose how much of
cost. With an unlucky roll, that cost can more than a consequence to resist (from level 2 to level 1
half your starting stress. Thus the game makes harm, for example). Then roll on a table like this:
it so that most consequences must be accepted,
but those that seem especially egregious can be Resistance Roll
resisted. That fits the “desperate criminals” default Decide how Critical: Recover 1 stress
FitD setting quite well. Since the range of possible many levels of 6: Spend 0 stress + levels of
results of a resist roll goes from gaining +1 stress to consequence reduction
reduction. Roll 1d 4/5: Spend 1 stress + levels of
losing 5 stress, it’s a very swingy gamble. Any time
for each Attribute reduction
PCs have 5 or fewer stress they are gambling on the rating. 1–3: Spend 2 stress + levels of
possibility of a resistance roll pushing them into reduction
trauma
⚫ Instead of rolling to find out the cost of resist-
You can reasonably leave resistance as-is in almost ing, you could have the player pay stress to resist
any FitD game. But there are many possible resis- and then roll to see if it works. For example,
tance tweaks, such as: resistance could have a flat cost of 2 stress, with
⚫ Make the stress cost of resistance less extreme, a roll on this table:
using a table such as this one: Resistance Roll
Resistance Roll Spend 2 stress to Critical: Completely avoid the
1d for each Critical: Recover 1 stress resist, then roll 1d consequence and also gain an
Attribute rating 6: Spend 1 stress for each Attribute advantage
4/5: Spend 2 stress rating 6: Completely avoid the
1–3: Spend 3 stress consequence
4/5: Reduce the consequence
by 1 level
1–3: No luck

26
⚫ In Deathwish, the cost of resisting a consequence
generated by an action roll is equal to the lowest Armor
die result (so if you rolled 3d on the action roll Armor provides resistance at no cost in stress. The
and got 5, 2, 1, resisting a consequence from term “armor” in FitD refers to both physical protec-
that action would cost 1 stress). If you resist a tive gear, as well as “special armor” that may protect
consequence not generated by a roll, you roll an against other sorts of undesirable events. Any use
action rating with the cost in stress equal to the of armor requires a box to be checked off, which
lowest die (or 0 if you roll a 6). refreshes at the next downtime.

Who Does the Resisting? There are other ways to handle some or all kinds of
armor. These could interact with special abilities
FitD requires no fictional justification for a
where appropriate.
resistance roll. The game doesn’t ask the player to
describe any PC action in order to resist. Yet resis- ⚫ Checking an armor box could allow the player
tance depends on PC attributes and costs PC stress. to convert harm to some other kind of conse-
quence of equal (or lesser) level of severity.
So who resists, the character or the player? The
⚫ Checking an armor box could improve position
game doesn’t really care.
(and reduce the consequence) by one level.
Sometimes, it’s easy to explain resistance in terms Alternately, being armed with shield could
of the PC doing something. If the PC slips and falls, improve position when applicable, while armor
we could narrate the character starting to slip, but works as per standard FitD.
using willpower to stay upright instead. ⚫ In Sig: City of Blades, if you have a kind of armor
But what if a group of drunken bravos unexpectedly that applies to a consequence you suffer, you
wanders around the corner and stumbles toward can pay 1 stress to resist instead of making a roll.
the crew? If the player decides to resist bad luck, it’s You can also resist to reduce the consequence
harder to rationalize the character doing something further.
to avoid it. It’s more like the player choosing to exert ⚫ Checking an armor box could add, +1d or +2d to
control of the story, independent of the character. a resistance roll instead of providing an auto-
matic resist.
In practice, many groups mix these modes depend-
⚫ Armor could give a +1d to relevant resistance
ing on what seems to make sense in the moment. But
rolls throughout a score (not just once).
you could change how your game views resistance.
⚫ Wearing armor could allow the character to
⚫ Resistance could be made into an explicit PC
spend 1 stress to reduce applicable harm by
move. Resistance could require justification
1 level (or 2 levels for heavy armor) throughout
and narration of something the PC does in
a score.
the fiction. That would mean that some conse-
quences could not be resisted. If you make armor less useful, you could provide
more armor boxes to compensate.
⚫ Alternately, resistance could be a player move.
It is is a matter of luck or fate: something that Note, also, that you might want to specify whether
happens to the PC but is not done by the PC. You you can both resist and use armor on the same con-
could lean into that by personifying the fates, sequence. It’s implied in the rules that you can, but
gods, AIs, or other beings intervening on behalf it’s not fully clear.
of the PCs. There could be a currency separate
from stress, such as divine favor, that the player
uses to resist.

27
Special Armor by removing the long description in the SRD of the
many different uses for clocks. You could also use a
Each playsheet in the standard game has at least track or other visual indicator, instead of a clock, if
one ability that gives access to special armor. When that fit the theme of your game better.
the special armor box is checked, it gives a free
resist against some category of consequence, such If your game has a specific use for a progressive
as being surprised or being magically attacked. event, such as a “doom clock” leading to some sort
of plot twist, you can build that special kind of clock
This system can fit many kinds of games, but it isn’t into your system.
required. If you do other things with resistance you
can cut special armor and nothing will break.
Gathering Information
You could also have abilities that do other things than
Gathering information is just a way to formalize
resistance when the special armor box is checked. It
the regular systems in the game as they apply to
essentially provides a “once per score” box.
learning things. It is possible to cut this section out
You could also rename “special armor” to some- and just let the other resolution mechanics apply to
thing else if calling it armor is confusing within the information. Nevertheless, if your game will involve
structure of your game: special box, limit break, investigation, it can be useful to include it.
extra box, etc.
I think standard FitD is a little confusing about how

Fortune Roll gather information rolls are supposed to work (the


text implies it’s a fortune roll but the table says it
The fortune roll is a simple way for the GM to allow could also be an action roll). In writing Vergence, I
a decision to be made randomly rather than by fiat. clarified that there are three kinds of gather infor-
GMs have been using the equivalent of fortune mation rolls:
rolls for decades, but FitD provides a neat system ⚫ Gather information action roll. This roll is
for resolving questions not addressed by other made when the act of information gathering
mechanics. could be dangerous or troublesome. Position
It depends on ratings in the game all being on the is handled normally, determined by how much
same (usually 0–4) scale to use the standard FitD risk is involved in getting the information.
dice mechanic. It's one of the few times in the game Effect determines the detail of the information
that the GM rolls the dice instead of the players. acquired.
⚫ Gather information fortune roll. This roll is
This generally works well enough that there isn't made when there isn’t any risk to gathering
much hacking that needs to be done. information but the GM wants there to be
a random factor involved. The result of the
Progress Clocks roll determines the detail of the information
acquired.
⚫ Gather information long term project. When
research will involve multiple activities that will
take significant time, the GM sets up a project
Clocks are a simple concept that can be easily clock and the PC can use downtime actions to
adapted to tracking many kinds of progressive fill it.
events in the game. It’s probably best to retain clocks
in some form, although you could simplify your text

28
Critical Information better chance of avoiding consequences than one
person does.
Depending on the kind of game, you might take
an idea from the (non-FitD) Gumshoe system and ⚫ Deathwish eliminates group actions. The game
declare that the GM never calls for roll to see whether runs fine without them.
the PCs get the basic information they need to make ⚫ In Vergence, group actions are limited to those
sure the game doesn’t stall. They always get those situations in which they make sense, such as
important clues that will keep the plot moving, no three people throwing their weight against a
matter what. Rolls can still be made for extra detail. door to bash it down. The GM considers position
and effect based on whether having a group do
Teamwork the action is a help or hindrance, then the lead
PC makes a roll for the group. The participants
The teamwork maneuvers give the PCs ways to help share any consequences, but there is no special
each other and share game resources. stress cost.

Assist Protect
Assisting, at a cost of 1 stress, is half as costly as This maneuver lets players accept consequences for
pushing, which costs 2 stress. This seems to work others fairly freely (as long as it can be fictionally
quite well and encourage player reciprocity. If you justified). It encourages cooperation and sharing of
use the standard FitD stress system, assisting is a problems.
quick and easy way to drive cooperation. If you want to focus the use of protecting, you could
⚫ You could limit assists to only actions that the limit it so that you can only protect a character if
assisting character has one dot in. you assisted on that roll. Or if you use some kind
⚫ You could allow the assist to happen after of bond system (page 4), you can only protect a
the action roll, adding +1d afterward rather character with whom you share a bond (or you get
than before. This could be a special ability. +1d to resist when you protect a bond-mate).
⚫ You can allow a higher level of assistance, such
as +2d if the assisting character pays 1 stress
Set Up
and also takes a separate Devil’s bargain. Set up is taking action in the fiction that can affect
⚫ In Sig: City of Blades, a character can also spend what happens later. You could technically eliminate
1 stress to give another character +1d to a resis- this from the rules and it could still happen accord-
tance roll. ing to the regular action roll system (because action
rolls, of course, affect what happens later). But it
Group Action does make it more clear that you can do it if it is
called out as a specific thing.
Lots of FitD games make no change to group
actions. I am not the biggest fan of this mechanic The standard rules state that a setup action provides
because, if several PCs participate in a group either +1 effect level or improved position. What
action then the chance of no one getting any kind that means is that a setup action roll can basically
of success becomes vanishingly small. Thus, it have only one possible effect level. If you want to
can take away the tension as group rolls become a encourage more teamwork, you could leave this less
virtual automatic success. It can also seem strange defined, so that the GM and player set the stakes for
that five people sneaking past a guard have a much a setup action like they do for other actions, with
higher effect level producing greater benefit.

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For example, perhaps if the PC succeeded on a roll sea of dead souls, you could have a kind of group
after trading position for effect, that might generate action for the PC piloting the ship for the group
both improved position and effect for a subsequent over a portion of the journey. If your game is about
roll. Or the benefit might last longer. This could be harnessing the power of friendship to combine into
negotiated as part of the stakes of the setup action a super-powered magical robot, there could be a
roll and how the fiction plays out. teamwork action for that. Create teamwork actions
that reflect what the PCs will do together within the
Other Kinds of Teamwork scope of the game.
You could establish other teamwork maneuvers.
For example, if your game is about sailing across a

It’s Your Game


Any experienced FitD designer will find many paint, take out the windows, stick in a bunch of
points of disagreement with what I’ve written here. aftermarket parts, add racing stripes, and make it
There is no single way to look at hacking a game as completely yours. Your game can have as much or
deep as FitD. Feel free to use this guide mainly to as little FitD in it as you wish.
help you identify all the ways you think I don’t know
Have fun and make a great game.
what I’m talking about and thereby clarify your own
thoughts.
In writing this I’ve chosen to stay mostly within
the FitD design space. That means I’ve discussed
changes that are consistent with what is already
in the system. But you don’t have to! Scratch the

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Credits
Text and layout by David Rourke Cover image by Hush Nadoo
Game stuff: smallcoolgames.itch.io Typeface: Alegreya by Juan Pablo del Peral
Twitter: twitter.com/SmallCoolGames1
Email: smallcoolgames@gmail.com Software: Adobe Creative Suite

Blades in the Dark and Forged in the Dark are by John Thanks to all the participants at the Blades in the
Harper Dark Discord hack talk channels

Resources
Games and Supplements Other Resources
There are so many excellent and innovative Forged ◆ An Amateur's Guide to Hacking Blades in the Dark,
in the Dark games that I cannot begin to list them by Michael Elliot
all. There is a partial list at the official Blades in the ◆ Austin Ramsay’s FitD Tech for #TechJam by Austin
Dark site. Ramsay
Here are the games and game supplements men- ◆ The official Blades in the Dark web site and
tioned in this text: community forum: https://bladesinthedark.com
◆ Asphalt & Trouble by Jacob Segal ◆ The Blades in the Dark Discord server: discord.gg/
◆ Band of Blades, Blades in the Dark, and Scum and JWJYp7RH
Villainy are published by Evil Hat Productions ◆ The Reddit Blades in the Dark channel: reddit.
◆ Blades Against Darkness by Dylan Green com/r/bladesinthedark
◆ Deathwish by Ian Hart ◆ The Hacked in the Dark YouTube channel: youtube.
◆ Crash Cart by Galen Pejeau com/c/HackedintheDark

◆ Microblades by Vandel Arden ◆ The Hacked in the Dark podcast can be found at
Apple, Stitcher, iHeartRadio, and Player.fm
◆ Moth-Light by Justin Ford
◆ Raiders in the Dark by Small Cool Games
◆ Ruralpunk by Cass K
◆ Sig: City of Blades by Jason Pitre
◆ Slugblaster by Mikey Hamm
◆ Vergence by Small Cool Games
◆ Wizard playbook by eatyourcereal

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