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In The Dark v03
In The Dark v03
v0.3
IN THE DARK HOW TO PLAY GM: RUNNING THE GAME FACTIONS & STATUS
Factions are the different groups & orgnizations your crew might
GM GOALS & PRINCIPLES interact with, positively or negatively. Factions have a level from
CREW & CHARACTER CREATION Play to find out what happens. Plan situations, not outcomes. Be 0-4, indicating their strength & influence.
honest about the world & the rules. Hit the characters hard, but 0 status with a faction is neutral, negative status is disliked, and
PLAYSET root for them. Use failures to advance the story. positive status is liked. You max out at -3 or +3 status.
1 Pick a playset. This determines your game’s setting & genre.
At the end of each session, gain +1 with any faction you helped
You can choose an existing playset or create your own. GM ACTIONS
and -1 with any faction you hurt.
2 Copy the faction list from your playset, or create your own When everyone looks to you to see what happens next, do
list of factions. one of the following: FACTIONS LEVEL STATUS
1 Pick a crew type & base type from your playset. You start at ‣ Call for a roll ‣ Describe a consequence
Level 0 with 2 funds. You have +1 status with 2 factions and ‣ Introduce a new threat or ‣ Give or take a resource
-1 status with 2 factions. advance an existing one or an opportunity
2 You may spend your 2 starting funds as follows: Gain +1
status with any faction for 1 funds. Gain 1 crew asset OR 1
CONSEQUENCES
base feature for 1 funds. You may also save funds for later.
When a player fails a roll, describe one or more of the follow-
3 Name a favored contact you know. Take +1 status with a
ing consequences that occur as a result:
faction that likes your contact, & -1 with a faction that doesn’t.
4 Finally, name your crew and your base of operations. ‣ End up in a desperate ‣ Lose an opportunity
situation ‣ Lose something
CHARACTER CREATION
‣ Mark one or more clock important
1 Pick a playbook, then a background & origin from your playset.
segments ‣ Things take longer
2 Copy your gear list and your playbook’s unique piece of gear
‣ Suffer harm or damage ‣ A new obstacle or threat
from your playset.
‣ Take additional stress appears
3 Pick 1 starting special ability.
4 Assign 2 dots to your action rows (max 2 per row).
CLOCKS
5 Pick a friend and a rival .
Clocks track progress on an ongoing action. A clock can represent
6 Finally, give yourself a name and a look.
your progress towards a goal, a growing threat, harm done to an
opponent, or time remaining to do something.
Game design & layout by David Brunell-Brutman (davidbrunellbrutman.com)
The crew’s actions can fill OR clear segments of a clock, depend-
This text and all associated materials are distributed under a Creative Commons ing on the situation.
BY-NC-SA 4.0 License.
You can also set up racing clocks, where the crew’s clock fills for
This work is based on Blades in the Dark (found at http://www.bladesinthedark.com/),
product of One Seven Design, developed and authored by John Harper, and licensed successes but their opponents’ clock fills for failures. Whichever
for our use under the Creative Commons Attribution 3.0 Unported license (http://
side fills their clock first accomplishes their goal.
creativecommons.org/licenses/by/3.0/).
Special thanks to ManaPot Studios & the Flights of Fandom crew (manapotstudios.
com) and to my patrons on Patreon: Adrian Stein, Alison Hanna, Andre Sowinski, Ava,
Bones , Cati Pishal, Cliff Fuller, David Rheinstrom, David Walker, Erin Kane, Harald
Eckmüller, Jamie Clay, JC , Jim Lampe, JJ Freelen, Joseph Choe, Josh Anderson, Jota
Pe Corvuja, Julia Wolfe, Kevin Brown, Laura Ann, Maria Squadroni, Merrilea Brunell,
Micha, MorgenGabe , Nick Donovan, Quaryelle, Reba Herbst, Red Herring, & Waldemar SIMPLE CHALLENGING COMPLEX
v0.3
PLAYER STATS
IN THE DARK PLAYER CHARACTERS GAMEMASTER INSIGHT
OPERATE
NON-PLAYER CHARACTERS STUDY
PLAYER NAME CHARACTER NAME PLAYBOOK
TINKER
PLAYER NAME CHARACTER NAME PLAYBOOK PROWESS
MANEUVER
PLAYER NAME CHARACTER NAME PLAYBOOK SKULK
SKIRMISH
PLAYER NAME CHARACTER NAME PLAYBOOK
RESOLVE
PLAYER NAME CHARACTER NAME PLAYBOOK ATTUNE
COMMAND
PLAYER NAME CHARACTER NAME PLAYBOOK SWAY
ARMOR
CREW CREW LEVEL Players mark to freely resist
CLOCKS a consequence, if equipped
BASE FEATURES DMG or granted by a special
BASE OF OPERATIONS TYPE
ability.
DEFENSIVE
FAVORED CONTACT _____________________
PLAYER GEAR (MAX 5)
_____________________
ASSETS FUNDS _____________________ Players mark a gear slot to
have that gear on a job (up
_____________________
_________________________ _________________________ to 5 slots total).
_________________________ _________________________ OFFENSIVE ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
BUS QUE
INSIGHT
MASTERMIND
ACE
A QUICK-
ALIQUAE
IN THE DARK NAME
WITTED DRIVER
REHENTI
& PILOT OPERATE
ORERORECEPE
SPECIAL ABILITIES STUDY
ORIGIN BACKGROUND TINKER
HOLD TOGETHER, BABY: You have 1 armor to resist the
consequences of driving or piloting.
LOOK
PROWESS
LIGHTNING REFLEXES: If there’s a question about who acts
COLD – HAUNTED – OBSESSED – first, it’s always you. MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
GREASE MONKEY: In downtime, you can repair 1 additional
UNSTABLE – VICIOUS SKULK
vehicle feature or integrity clock segment for free.
HARM (-1D PER FULL SEVERITY LVL) SPEED RACER: On a successful roll while racing, pursuing, SKIRMISH
or escaping in your vehicle, you can fill 1 additional clock
SEVERITY 1 SEVERITY 2 SEVERITY 3 segment.
RESOLVE
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. TO THE LIMIT: While driving or piloting, you may damage ATTUNE
your vehicle to gain +1d (if the vehicle is your crew’s base,
COMMAND
damage as normal, otherwise start a clock for the vehicle’s
CREW CREW LEVEL integrity). SWAY
QUICKDRAW: When you draw a weapon & attack in the
same instant, gain +1d.
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE PUNCH IT: While driving or piloting, you may mark 1 stress
DEFENSIVE to ignore the -1d penalty for being in a desperate situation. Mark to freely resist a
FIND A RIDE: You can always find a vehicle – yours or some- consequence, if equipped.
FAVORED CONTACT _____________________
one else’s – in the immediate area. You have +1d to any roll
_____________________ GEAR (MAX 5)
ASSETS FUNDS to unlock, start, or hotwire it.
_____________________
TENACIOUS: Incoming harm is reduced 1 severity. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
BURGLAR
A SNEAK-THIEF,
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. an object. The GM may ask you for a fortune roll to see if you ATTUNE
did it successfully.
COMMAND
DISTRACTING: Gain +1d to a roll against someone when you
CREW CREW LEVEL set up a flashy or subtle distraction. SWAY
FANCY FOOTWORK: When you push yourself, choose one
of the following: perform a superhuman feat of acrobatics OR
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE misdirect your enemies so they attack each other.
DEFENSIVE FOLLOW ME: Ignore the 1 stress cost when taking a team- Mark to freely resist a
work action using MANEUVER or SKULK. consequence, if equipped.
FAVORED CONTACT _____________________
RELIABLE FENCE: You have a surefire contact for fencing
_____________________ GEAR (MAX 5)
ASSETS FUNDS stolen goods, and you gain +1 funds when you move the
_____________________
spoils of a job through them. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
ENGINEER
A MECHANIC,
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. assemble a device you don’t own, you may ask a question ATTUNE
about its owner, in addition to any other benefits.
COMMAND
I CAN FIX THAT: When you repair a base feature during
CREW CREW LEVEL downtime, you can roll to repair 2 features instead of 1. SWAY
SWING A WRENCH: When you attack with a tool instead of
a weapon, you fill 1 extra segment the target’s harm clock.
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE TALK SHOP: When you try to SWAY someone by talking
DEFENSIVE about mechanics, electronics, or other technical matters, you Mark to freely resist a
ignore the penalty for targets that exceed your level. consequence, if equipped.
FAVORED CONTACT _____________________
SCAVENGER: You can always find or improvise tools & spare
_____________________ GEAR (MAX 5)
ASSETS FUNDS parts from whatever is on hand, and you never have to spend
_____________________
funds to get them. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
FACE
A CON ARTIST,
LOOK
relationship with. PROWESS
FAKE IT TIL YOU MAKE IT: Mark 2 stress to roll with your
COLD – HAUNTED – OBSESSED – MANEUVER
STRESS TRAUMA PARANOID – RECKLESS – SOFT – best action while taking a different action. Say how you bluff
UNSTABLE – VICIOUS your way through. SKULK
SUBTERFUGE: You have 1 armor to resist the consequences SKIRMISH
HARM (-1D PER FULL SEVERITY LVL) of suspicion or persuasion.
SEVERITY 1 SEVERITY 2 SEVERITY 3 RESPECTABLE: When dealing with formal or high-class indi- RESOLVE
viduals, ignore the penalty for targets that exceed your level.
If all boxes in a severity level are full, mark the next level. When you mark severity 3, you are incapacitated. ATTUNE
STREETWISE: When dealing with shady or rough individu-
als, ignore the penalty for targets that exceed your level. COMMAND
MASQUERADE: When making use of a disguise or false SWAY
CREW CREW LEVEL identity, you gain +1d to rolls to deflect suspicion or confuse
your targets. When you reveal yourself, the surprise allows
BASE FEATURES DMG you to act before your target. ARMOR
BASE OF OPERATIONS TYPE
TURN THE TABLES: When you successfully resist the
DEFENSIVE Mark to freely resist a
consequences of a persuasion or negotiation, mark 1 stress
consequence, if equipped.
FAVORED CONTACT _____________________ to not only avoid the consequence, but flip it around and get
_____________________ something from your target.
GEAR (MAX 5)
ASSETS FUNDS _____________________ LUCKY: Mark 2 stress to re-roll an action or fortune roll.
Mark a gear slot to have it
_____________________ VETERAN: Choose a special ability from another source.
_________________________ _________________________ on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
HUNTER
AN INFILTRATOR,
LOOK
also attack with a melee weapon, fill 1 extra segment on the PROWESS
target’s harm clock.
COLD – HAUNTED – OBSESSED – MANEUVER
SCOUT: You gain +1d when gathering info on the location of
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
UNSTABLE – VICIOUS a target or to avoid detection while hidden. SKULK
SHARPSHOOTER: Mark 2 stress to make a ranged attack at
HARM (-1D PER FULL SEVERITY LVL) SKIRMISH
an impossible distance OR make an impossible trick shot.
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
MASTERMIND
A FIXER,
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
MEDIC
A FIELD
LOOK
penalty for up to 1 severity of marked harm until the next PROWESS
dowtime. They cannot recuperate during that dowtime.
COLD – HAUNTED – OBSESSED – MANEUVER
FORENSIC INVESTIGATOR: You gain +1d when gathering
STRESS TRAUMA PARANOID – RECKLESS – SOFT –
UNSTABLE – VICIOUS info from a body or forensic evidence. SKULK
COMBAT DOC: You have 1 armor to resist the consequences
HARM (-1D PER FULL SEVERITY LVL) SKIRMISH
of tending to a patient in a high-stress situation.
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
MUSCLE
AN INTIMIDATING
CREW CREW LEVEL quences for them and gain +1d to your resistance roll. SWAY
TANK: You have 2 armor to resist the consequences of
violence or feats of endurance.
BASE FEATURES DMG ARMOR
BASE OF OPERATIONS TYPE OUTFLANK: When you exploit a target’s weakness or have
DEFENSIVE the tactical high ground in a fight, treat that target as 1 level Mark to freely resist a
lower than they actually are. consequence, if equipped.
FAVORED CONTACT _____________________
BOUNCE BACK: When you recuperate during downtime, you
_____________________ GEAR (MAX 5)
ASSETS FUNDS can reduce harm down by 1 additional severity for free.
_____________________
THE HEAVY: You can mark up to 7 gear slots, rather than 5. Mark a gear slot to have it
_____________________
_________________________ _________________________ VETERAN: Choose a special ability from another source. on a job (up to 5 slots total).
_________________________ _________________________ OFFENSIVE FRIENDS & ENEMIES ______________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
_________________________ _________________________ ______________________
_____________________
______________________
_____________________
CREW XP XP ______________________
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3
INSIGHT
MYSTIC
A MAGE,
At the end of each session, mark... UTILITY At the end of each session, mark... ______________________
‣ 1 xp if you executed a successful job ‣ 1 xp if you addressed a challenge in line with your role ______________________
_____________________
‣ 1 xp if you contended with challenges above your station ‣ 1 xp if you expressed your beliefs, drives, or background ______________________
_____________________
‣ 1 xp if you bolstered the crew’s reputation ‣ 1 xp if your traumas or personal flaws made things difficult ______________________
_____________________
‣ 1 xp if you enacted the crew’s goals, drives, or internal conflicts ‣ 1 xp for every time you rolled in a desperate situation ______________________
_____________________
When you’ve marked 6 xp, erase them & pay 1 funds to gain a When you’ve marked 6 xp, erase them & add a dot to one ______________________
new feature for your base, a new crew asset, OR +1 crew level. Damaged features are action OR take a new special ability. ______________________
unavailable until repaired. ______________________
v0.3