Blades Playbook Large Print LURK

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teamwork

crew Assist a teammate


Lead a group action
Protect a teammate
name alias
Set up a teammate

look planning & choose load


Assault: Point of attack
Deception: Method
heritage:   akoros — dagger background: academic — labor
isles — iruvia — severos — — law — trade — military — Stealth: Entry point
skovlan—tycheros noble — underworld
Occult: Arcane power
Social: Connection
vice/purveyor: faith — gambling — luxury — obligation — Transport: Route
pleasure — stupor — weird
stress trauma cold — haunted — obsessed — paranoid
reckless — soft — unstable — vicious
harm healing
3 need project clock
help
armor uses
2 -1d armor 
1 less heavy 
effect special 
lurk
gather information What’s the best way in?
What do they intend to do? Where can I hide here?
How can I get them to [X]? How can I find [X]?
What should I look out for? What’s really going on here?
special abilities
Infiltrator: You are not affected by quality
 Ghost Veil: You may shift partially into

or Tier when you bypass security measures. the ghost field, becoming shadowy and
insubstantial for a few moments. Take 2
Ambush: When you attack from hiding or

stress when you shift, plus 1 stress for each
spring a trap, you get +1d.
extra feature: It lasts for a few minutes—you’re
Daredevil: When you roll a desperate
 invisible—you float through the air like a ghost.
action, you get +1d to your roll if you also
Reflexes: When there’s a question about

take -1d to any resistance rolls against
who acts first, the answer is you (two
consequences from your action.
characters with Reflexes act simultaneously).
The Devil’s Footsteps: When you push

Shadow: You may expend your special

yourself, choose one of the following additional
armor to resist a consequence from detection
benefits: perform a feat of athletics that verges
or security measures, or to push yourself for
on the superhuman—maneuver to confuse your
a feat of athletics or stealth.
enemies so they mistakenly attack each other.
 
  Veteran: Choose a special ability from

Expertise: Choose one of your action

another source.
ratings. When you lead a group action using
that action, you can suffer only 1 stress at
most regardless of the number of failed rolls.
lurk items load  
3 light   6 heavy stash          
5 normal  
coin          
Fine lockpicks
   A Blade or Two    
Fine shadow cloak
   Throwing Knives    
Light climbing gear
   A Pistol   
A 2nd Pistol playbook
Silence potion vial
   A Large Weapon
 An Unusual Weapon insight
Dark-sight goggles
  hunt
 Armor   +Heavy    
Spiritbane charm
      study
 Burglary Gear
    survey
shady friends  Climbing Gear     tinker
 Telda, a beggar
   Arcane Implements
prowess
 Documents
 Darmot, a bluecoat
      finesse
 Subterfuge Supplies prowl
 Frake, a locksmith
     
 Demolition Tools     skirmish
 Roslyn Kellis, a noble
   Tinkering Tools wreck
   
 Petra, a city clerk
   Lantern resolve
lurk xp     attune
    command
 Every time you roll a desperate action, mark xp in that action's attribute.    consort
At the end of each session, for each item below, mark 1 xp (in your     sway
playbook or an attribute) or 2 xp if that item occurred multiple times. bonus die
 You addressed a challenge with stealth or evasion.
push yourself (take
 You expressed your beliefs, drives, heritage, or background. + 2 stress) -or- accept a
 You struggled with issues from your vice or traumas during the session. devil's bargain.

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